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5131 clevermous 1
/*
2
Copyright (C) 1996-1997 Id Software, Inc.
3
 
4
This program is free software; you can redistribute it and/or
5
modify it under the terms of the GNU General Public License
6
as published by the Free Software Foundation; either version 2
7
of the License, or (at your option) any later version.
8
 
9
This program is distributed in the hope that it will be useful,
10
but WITHOUT ANY WARRANTY; without even the implied warranty of
11
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
 
13
See the GNU General Public License for more details.
14
 
15
You should have received a copy of the GNU General Public License
16
along with this program; if not, write to the Free Software
17
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
 
19
*/
20
// r_main.c
21
 
22
#include "quakedef.h"
23
 
24
entity_t	r_worldentity;
25
 
26
qboolean	r_cache_thrash;		// compatability
27
 
28
vec3_t		modelorg, r_entorigin;
29
entity_t	*currententity;
30
 
31
int			r_visframecount;	// bumped when going to a new PVS
32
int			r_framecount;		// used for dlight push checking
33
 
34
mplane_t	frustum[4];
35
 
36
int			c_brush_polys, c_alias_polys;
37
 
38
qboolean	envmap;				// true during envmap command capture
39
 
40
int			currenttexture = -1;		// to avoid unnecessary texture sets
41
 
42
int			cnttextures[2] = {-1, -1};     // cached
43
 
44
int			particletexture;	// little dot for particles
45
int			playertextures;		// up to 16 color translated skins
46
 
47
int			mirrortexturenum;	// quake texturenum, not gltexturenum
48
qboolean	mirror;
49
mplane_t	*mirror_plane;
50
 
51
//
52
// view origin
53
//
54
vec3_t	vup;
55
vec3_t	vpn;
56
vec3_t	vright;
57
vec3_t	r_origin;
58
 
59
float	r_world_matrix[16];
60
float	r_base_world_matrix[16];
61
 
62
//
63
// screen size info
64
//
65
refdef_t	r_refdef;
66
 
67
mleaf_t		*r_viewleaf, *r_oldviewleaf;
68
 
69
texture_t	*r_notexture_mip;
70
 
71
int		d_lightstylevalue[256];	// 8.8 fraction of base light value
72
 
73
 
74
void R_MarkLeaves (void);
75
 
76
cvar_t	r_norefresh = {"r_norefresh","0"};
77
cvar_t	r_drawentities = {"r_drawentities","1"};
78
cvar_t	r_drawviewmodel = {"r_drawviewmodel","1"};
79
cvar_t	r_speeds = {"r_speeds","0"};
80
cvar_t	r_fullbright = {"r_fullbright","0"};
81
cvar_t	r_lightmap = {"r_lightmap","0"};
82
cvar_t	r_shadows = {"r_shadows","0"};
83
cvar_t	r_mirroralpha = {"r_mirroralpha","1"};
84
cvar_t	r_wateralpha = {"r_wateralpha","1"};
85
cvar_t	r_dynamic = {"r_dynamic","1"};
86
cvar_t	r_novis = {"r_novis","0"};
87
 
88
cvar_t	gl_finish = {"gl_finish","0"};
89
cvar_t	gl_clear = {"gl_clear","0"};
90
cvar_t	gl_cull = {"gl_cull","1"};
91
cvar_t	gl_texsort = {"gl_texsort","1"};
92
cvar_t	gl_smoothmodels = {"gl_smoothmodels","1"};
93
cvar_t	gl_affinemodels = {"gl_affinemodels","0"};
94
cvar_t	gl_polyblend = {"gl_polyblend","1"};
95
cvar_t	gl_flashblend = {"gl_flashblend","1"};
96
cvar_t	gl_playermip = {"gl_playermip","0"};
97
cvar_t	gl_nocolors = {"gl_nocolors","0"};
98
cvar_t	gl_keeptjunctions = {"gl_keeptjunctions","0"};
99
cvar_t	gl_reporttjunctions = {"gl_reporttjunctions","0"};
100
cvar_t	gl_doubleeyes = {"gl_doubleeys", "1"};
101
 
102
extern	cvar_t	gl_ztrick;
103
 
104
/*
105
=================
106
R_CullBox
107
 
108
Returns true if the box is completely outside the frustom
109
=================
110
*/
111
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
112
{
113
	int		i;
114
 
115
	for (i=0 ; i<4 ; i++)
116
		if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
117
			return true;
118
	return false;
119
}
120
 
121
 
122
void R_RotateForEntity (entity_t *e)
123
{
124
    glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
125
 
126
    glRotatef (e->angles[1],  0, 0, 1);
127
    glRotatef (-e->angles[0],  0, 1, 0);
128
    glRotatef (e->angles[2],  1, 0, 0);
129
}
130
 
131
/*
132
=============================================================
133
 
134
  SPRITE MODELS
135
 
136
=============================================================
137
*/
138
 
139
/*
140
================
141
R_GetSpriteFrame
142
================
143
*/
144
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
145
{
146
	msprite_t		*psprite;
147
	mspritegroup_t	*pspritegroup;
148
	mspriteframe_t	*pspriteframe;
149
	int				i, numframes, frame;
150
	float			*pintervals, fullinterval, targettime, time;
151
 
152
	psprite = currententity->model->cache.data;
153
	frame = currententity->frame;
154
 
155
	if ((frame >= psprite->numframes) || (frame < 0))
156
	{
157
		Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
158
		frame = 0;
159
	}
160
 
161
	if (psprite->frames[frame].type == SPR_SINGLE)
162
	{
163
		pspriteframe = psprite->frames[frame].frameptr;
164
	}
165
	else
166
	{
167
		pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
168
		pintervals = pspritegroup->intervals;
169
		numframes = pspritegroup->numframes;
170
		fullinterval = pintervals[numframes-1];
171
 
172
		time = cl.time + currententity->syncbase;
173
 
174
	// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
175
	// are positive, so we don't have to worry about division by 0
176
		targettime = time - ((int)(time / fullinterval)) * fullinterval;
177
 
178
		for (i=0 ; i<(numframes-1) ; i++)
179
		{
180
			if (pintervals[i] > targettime)
181
				break;
182
		}
183
 
184
		pspriteframe = pspritegroup->frames[i];
185
	}
186
 
187
	return pspriteframe;
188
}
189
 
190
 
191
/*
192
=================
193
R_DrawSpriteModel
194
 
195
=================
196
*/
197
void R_DrawSpriteModel (entity_t *e)
198
{
199
	vec3_t	point;
200
	mspriteframe_t	*frame;
201
	float		*up, *right;
202
	vec3_t		v_forward, v_right, v_up;
203
	msprite_t		*psprite;
204
 
205
	// don't even bother culling, because it's just a single
206
	// polygon without a surface cache
207
	frame = R_GetSpriteFrame (e);
208
	psprite = currententity->model->cache.data;
209
 
210
	if (psprite->type == SPR_ORIENTED)
211
	{	// bullet marks on walls
212
		AngleVectors (currententity->angles, v_forward, v_right, v_up);
213
		up = v_up;
214
		right = v_right;
215
	}
216
	else
217
	{	// normal sprite
218
		up = vup;
219
		right = vright;
220
	}
221
 
222
	glColor3f (1,1,1);
223
 
224
	GL_DisableMultitexture();
225
 
226
    GL_Bind(frame->gl_texturenum);
227
 
228
	glEnable (GL_ALPHA_TEST);
229
	glBegin (GL_QUADS);
230
 
231
	glTexCoord2f (0, 1);
232
	VectorMA (e->origin, frame->down, up, point);
233
	VectorMA (point, frame->left, right, point);
234
	glVertex3fv (point);
235
 
236
	glTexCoord2f (0, 0);
237
	VectorMA (e->origin, frame->up, up, point);
238
	VectorMA (point, frame->left, right, point);
239
	glVertex3fv (point);
240
 
241
	glTexCoord2f (1, 0);
242
	VectorMA (e->origin, frame->up, up, point);
243
	VectorMA (point, frame->right, right, point);
244
	glVertex3fv (point);
245
 
246
	glTexCoord2f (1, 1);
247
	VectorMA (e->origin, frame->down, up, point);
248
	VectorMA (point, frame->right, right, point);
249
	glVertex3fv (point);
250
 
251
	glEnd ();
252
 
253
	glDisable (GL_ALPHA_TEST);
254
}
255
 
256
/*
257
=============================================================
258
 
259
  ALIAS MODELS
260
 
261
=============================================================
262
*/
263
 
264
 
265
#define NUMVERTEXNORMALS	162
266
 
267
float	r_avertexnormals[NUMVERTEXNORMALS][3] = {
268
#include "anorms.h"
269
};
270
 
271
vec3_t	shadevector;
272
float	shadelight, ambientlight;
273
 
274
// precalculated dot products for quantized angles
275
#define SHADEDOT_QUANT 16
276
float	r_avertexnormal_dots[SHADEDOT_QUANT][256] =
277
#include "anorm_dots.h"
278
;
279
 
280
float	*shadedots = r_avertexnormal_dots[0];
281
 
282
int	lastposenum;
283
 
284
/*
285
=============
286
GL_DrawAliasFrame
287
=============
288
*/
289
void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
290
{
291
	float	s, t;
292
	float 	l;
293
	int		i, j;
294
	int		index;
295
	trivertx_t	*v, *verts;
296
	int		list;
297
	int		*order;
298
	vec3_t	point;
299
	float	*normal;
300
	int		count;
301
 
302
lastposenum = posenum;
303
 
304
	verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
305
	verts += posenum * paliashdr->poseverts;
306
	order = (int *)((byte *)paliashdr + paliashdr->commands);
307
 
308
	while (1)
309
	{
310
		// get the vertex count and primitive type
311
		count = *order++;
312
		if (!count)
313
			break;		// done
314
		if (count < 0)
315
		{
316
			count = -count;
317
			glBegin (GL_TRIANGLE_FAN);
318
		}
319
		else
320
			glBegin (GL_TRIANGLE_STRIP);
321
 
322
		do
323
		{
324
			// texture coordinates come from the draw list
325
			glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
326
			order += 2;
327
 
328
			// normals and vertexes come from the frame list
329
			l = shadedots[verts->lightnormalindex] * shadelight;
330
			glColor3f (l, l, l);
331
			glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
332
			verts++;
333
		} while (--count);
334
 
335
		glEnd ();
336
	}
337
}
338
 
339
 
340
/*
341
=============
342
GL_DrawAliasShadow
343
=============
344
*/
345
extern	vec3_t			lightspot;
346
 
347
void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
348
{
349
	float	s, t, l;
350
	int		i, j;
351
	int		index;
352
	trivertx_t	*v, *verts;
353
	int		list;
354
	int		*order;
355
	vec3_t	point;
356
	float	*normal;
357
	float	height, lheight;
358
	int		count;
359
 
360
	lheight = currententity->origin[2] - lightspot[2];
361
 
362
	height = 0;
363
	verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
364
	verts += posenum * paliashdr->poseverts;
365
	order = (int *)((byte *)paliashdr + paliashdr->commands);
366
 
367
	height = -lheight + 1.0;
368
 
369
	while (1)
370
	{
371
		// get the vertex count and primitive type
372
		count = *order++;
373
		if (!count)
374
			break;		// done
375
		if (count < 0)
376
		{
377
			count = -count;
378
			glBegin (GL_TRIANGLE_FAN);
379
		}
380
		else
381
			glBegin (GL_TRIANGLE_STRIP);
382
 
383
		do
384
		{
385
			// texture coordinates come from the draw list
386
			// (skipped for shadows) glTexCoord2fv ((float *)order);
387
			order += 2;
388
 
389
			// normals and vertexes come from the frame list
390
			point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
391
			point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
392
			point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
393
 
394
			point[0] -= shadevector[0]*(point[2]+lheight);
395
			point[1] -= shadevector[1]*(point[2]+lheight);
396
			point[2] = height;
397
//			height -= 0.001;
398
			glVertex3fv (point);
399
 
400
			verts++;
401
		} while (--count);
402
 
403
		glEnd ();
404
	}
405
}
406
 
407
 
408
 
409
/*
410
=================
411
R_SetupAliasFrame
412
 
413
=================
414
*/
415
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
416
{
417
	int				pose, numposes;
418
	float			interval;
419
 
420
	if ((frame >= paliashdr->numframes) || (frame < 0))
421
	{
422
		Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
423
		frame = 0;
424
	}
425
 
426
	pose = paliashdr->frames[frame].firstpose;
427
	numposes = paliashdr->frames[frame].numposes;
428
 
429
	if (numposes > 1)
430
	{
431
		interval = paliashdr->frames[frame].interval;
432
		pose += (int)(cl.time / interval) % numposes;
433
	}
434
 
435
	GL_DrawAliasFrame (paliashdr, pose);
436
}
437
 
438
 
439
 
440
/*
441
=================
442
R_DrawAliasModel
443
 
444
=================
445
*/
446
void R_DrawAliasModel (entity_t *e)
447
{
448
	int			i, j;
449
	int			lnum;
450
	vec3_t		dist;
451
	float		add;
452
	model_t		*clmodel;
453
	vec3_t		mins, maxs;
454
	aliashdr_t	*paliashdr;
455
	trivertx_t	*verts, *v;
456
	int			index;
457
	float		s, t, an;
458
	int			anim;
459
 
460
	clmodel = currententity->model;
461
 
462
	VectorAdd (currententity->origin, clmodel->mins, mins);
463
	VectorAdd (currententity->origin, clmodel->maxs, maxs);
464
 
465
	if (R_CullBox (mins, maxs))
466
		return;
467
 
468
 
469
	VectorCopy (currententity->origin, r_entorigin);
470
	VectorSubtract (r_origin, r_entorigin, modelorg);
471
 
472
	//
473
	// get lighting information
474
	//
475
 
476
	ambientlight = shadelight = R_LightPoint (currententity->origin);
477
 
478
	// allways give the gun some light
479
	if (e == &cl.viewent && ambientlight < 24)
480
		ambientlight = shadelight = 24;
481
 
482
	for (lnum=0 ; lnum
483
	{
484
		if (cl_dlights[lnum].die >= cl.time)
485
		{
486
			VectorSubtract (currententity->origin,
487
							cl_dlights[lnum].origin,
488
							dist);
489
			add = cl_dlights[lnum].radius - Length(dist);
490
 
491
			if (add > 0) {
492
				ambientlight += add;
493
				//ZOID models should be affected by dlights as well
494
				shadelight += add;
495
			}
496
		}
497
	}
498
 
499
	// clamp lighting so it doesn't overbright as much
500
	if (ambientlight > 128)
501
		ambientlight = 128;
502
	if (ambientlight + shadelight > 192)
503
		shadelight = 192 - ambientlight;
504
 
505
	// ZOID: never allow players to go totally black
506
	i = currententity - cl_entities;
507
	if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
508
		if (ambientlight < 8)
509
			ambientlight = shadelight = 8;
510
 
511
	// HACK HACK HACK -- no fullbright colors, so make torches full light
512
	if (!strcmp (clmodel->name, "progs/flame2.mdl")
513
		|| !strcmp (clmodel->name, "progs/flame.mdl") )
514
		ambientlight = shadelight = 256;
515
 
516
	shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
517
	shadelight = shadelight / 200.0;
518
 
519
	an = e->angles[1]/180*M_PI;
520
	shadevector[0] = cos(-an);
521
	shadevector[1] = sin(-an);
522
	shadevector[2] = 1;
523
	VectorNormalize (shadevector);
524
 
525
	//
526
	// locate the proper data
527
	//
528
	paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
529
 
530
	c_alias_polys += paliashdr->numtris;
531
 
532
	//
533
	// draw all the triangles
534
	//
535
 
536
	GL_DisableMultitexture();
537
 
538
    glPushMatrix ();
539
	R_RotateForEntity (e);
540
 
541
	if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
542
		glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
543
// double size of eyes, since they are really hard to see in gl
544
		glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2);
545
	} else {
546
		glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
547
		glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
548
	}
549
 
550
	anim = (int)(cl.time*10) & 3;
551
    GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
552
 
553
	// we can't dynamically colormap textures, so they are cached
554
	// seperately for the players.  Heads are just uncolored.
555
	if (currententity->colormap != vid.colormap && !gl_nocolors.value)
556
	{
557
		i = currententity - cl_entities;
558
		if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
559
		    GL_Bind(playertextures - 1 + i);
560
	}
561
 
562
	if (gl_smoothmodels.value)
563
		glShadeModel (GL_SMOOTH);
564
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
565
 
566
	if (gl_affinemodels.value)
567
		glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
568
 
569
	R_SetupAliasFrame (currententity->frame, paliashdr);
570
 
571
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
572
 
573
	glShadeModel (GL_FLAT);
574
	if (gl_affinemodels.value)
575
		glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
576
 
577
	glPopMatrix ();
578
 
579
	if (r_shadows.value)
580
	{
581
		glPushMatrix ();
582
		R_RotateForEntity (e);
583
		glDisable (GL_TEXTURE_2D);
584
		glEnable (GL_BLEND);
585
		glColor4f (0,0,0,0.5);
586
		GL_DrawAliasShadow (paliashdr, lastposenum);
587
		glEnable (GL_TEXTURE_2D);
588
		glDisable (GL_BLEND);
589
		glColor4f (1,1,1,1);
590
		glPopMatrix ();
591
	}
592
 
593
}
594
 
595
//==================================================================================
596
 
597
/*
598
=============
599
R_DrawEntitiesOnList
600
=============
601
*/
602
void R_DrawEntitiesOnList (void)
603
{
604
	int		i;
605
 
606
	if (!r_drawentities.value)
607
		return;
608
 
609
	// draw sprites seperately, because of alpha blending
610
	for (i=0 ; i
611
	{
612
		currententity = cl_visedicts[i];
613
 
614
		switch (currententity->model->type)
615
		{
616
		case mod_alias:
617
			R_DrawAliasModel (currententity);
618
			break;
619
 
620
		case mod_brush:
621
			R_DrawBrushModel (currententity);
622
			break;
623
 
624
		default:
625
			break;
626
		}
627
	}
628
 
629
	for (i=0 ; i
630
	{
631
		currententity = cl_visedicts[i];
632
 
633
		switch (currententity->model->type)
634
		{
635
		case mod_sprite:
636
			R_DrawSpriteModel (currententity);
637
			break;
638
		}
639
	}
640
}
641
 
642
/*
643
=============
644
R_DrawViewModel
645
=============
646
*/
647
void R_DrawViewModel (void)
648
{
649
	float		ambient[4], diffuse[4];
650
	int			j;
651
	int			lnum;
652
	vec3_t		dist;
653
	float		add;
654
	dlight_t	*dl;
655
	int			ambientlight, shadelight;
656
 
657
	if (!r_drawviewmodel.value)
658
		return;
659
 
660
	if (chase_active.value)
661
		return;
662
 
663
	if (envmap)
664
		return;
665
 
666
	if (!r_drawentities.value)
667
		return;
668
 
669
	if (cl.items & IT_INVISIBILITY)
670
		return;
671
 
672
	if (cl.stats[STAT_HEALTH] <= 0)
673
		return;
674
 
675
	currententity = &cl.viewent;
676
	if (!currententity->model)
677
		return;
678
 
679
	j = R_LightPoint (currententity->origin);
680
 
681
	if (j < 24)
682
		j = 24;		// allways give some light on gun
683
	ambientlight = j;
684
	shadelight = j;
685
 
686
// add dynamic lights
687
	for (lnum=0 ; lnum
688
	{
689
		dl = &cl_dlights[lnum];
690
		if (!dl->radius)
691
			continue;
692
		if (!dl->radius)
693
			continue;
694
		if (dl->die < cl.time)
695
			continue;
696
 
697
		VectorSubtract (currententity->origin, dl->origin, dist);
698
		add = dl->radius - Length(dist);
699
		if (add > 0)
700
			ambientlight += add;
701
	}
702
 
703
	ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
704
	diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
705
 
706
	// hack the depth range to prevent view model from poking into walls
707
	glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
708
	R_DrawAliasModel (currententity);
709
	glDepthRange (gldepthmin, gldepthmax);
710
}
711
 
712
 
713
/*
714
============
715
R_PolyBlend
716
============
717
*/
718
void R_PolyBlend (void)
719
{
720
	if (!gl_polyblend.value)
721
		return;
722
	if (!v_blend[3])
723
		return;
724
 
725
	GL_DisableMultitexture();
726
 
727
	glDisable (GL_ALPHA_TEST);
728
	glEnable (GL_BLEND);
729
	glDisable (GL_DEPTH_TEST);
730
	glDisable (GL_TEXTURE_2D);
731
 
732
    glLoadIdentity ();
733
 
734
    glRotatef (-90,  1, 0, 0);	    // put Z going up
735
    glRotatef (90,  0, 0, 1);	    // put Z going up
736
 
737
	glColor4fv (v_blend);
738
 
739
	glBegin (GL_QUADS);
740
 
741
	glVertex3f (10, 100, 100);
742
	glVertex3f (10, -100, 100);
743
	glVertex3f (10, -100, -100);
744
	glVertex3f (10, 100, -100);
745
	glEnd ();
746
 
747
	glDisable (GL_BLEND);
748
	glEnable (GL_TEXTURE_2D);
749
	glEnable (GL_ALPHA_TEST);
750
}
751
 
752
 
753
int SignbitsForPlane (mplane_t *out)
754
{
755
	int	bits, j;
756
 
757
	// for fast box on planeside test
758
 
759
	bits = 0;
760
	for (j=0 ; j<3 ; j++)
761
	{
762
		if (out->normal[j] < 0)
763
			bits |= 1<
764
	}
765
	return bits;
766
}
767
 
768
 
769
void R_SetFrustum (void)
770
{
771
	int		i;
772
 
773
	if (r_refdef.fov_x == 90)
774
	{
775
		// front side is visible
776
 
777
		VectorAdd (vpn, vright, frustum[0].normal);
778
		VectorSubtract (vpn, vright, frustum[1].normal);
779
 
780
		VectorAdd (vpn, vup, frustum[2].normal);
781
		VectorSubtract (vpn, vup, frustum[3].normal);
782
	}
783
	else
784
	{
785
		// rotate VPN right by FOV_X/2 degrees
786
		RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
787
		// rotate VPN left by FOV_X/2 degrees
788
		RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
789
		// rotate VPN up by FOV_X/2 degrees
790
		RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
791
		// rotate VPN down by FOV_X/2 degrees
792
		RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
793
	}
794
 
795
	for (i=0 ; i<4 ; i++)
796
	{
797
		frustum[i].type = PLANE_ANYZ;
798
		frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
799
		frustum[i].signbits = SignbitsForPlane (&frustum[i]);
800
	}
801
}
802
 
803
 
804
 
805
/*
806
===============
807
R_SetupFrame
808
===============
809
*/
810
void R_SetupFrame (void)
811
{
812
	int				edgecount;
813
	vrect_t			vrect;
814
	float			w, h;
815
 
816
// don't allow cheats in multiplayer
817
	if (cl.maxclients > 1)
818
		Cvar_Set ("r_fullbright", "0");
819
 
820
	R_AnimateLight ();
821
 
822
	r_framecount++;
823
 
824
// build the transformation matrix for the given view angles
825
	VectorCopy (r_refdef.vieworg, r_origin);
826
 
827
	AngleVectors (r_refdef.viewangles, vpn, vright, vup);
828
 
829
// current viewleaf
830
	r_oldviewleaf = r_viewleaf;
831
	r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
832
 
833
	V_SetContentsColor (r_viewleaf->contents);
834
	V_CalcBlend ();
835
 
836
	r_cache_thrash = false;
837
 
838
	c_brush_polys = 0;
839
	c_alias_polys = 0;
840
 
841
}
842
 
843
 
844
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
845
		     GLdouble zNear, GLdouble zFar )
846
{
847
   GLdouble xmin, xmax, ymin, ymax;
848
 
849
   ymax = zNear * tan( fovy * M_PI / 360.0 );
850
   ymin = -ymax;
851
 
852
   xmin = ymin * aspect;
853
   xmax = ymax * aspect;
854
 
855
   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
856
}
857
 
858
 
859
/*
860
=============
861
R_SetupGL
862
=============
863
*/
864
void R_SetupGL (void)
865
{
866
	float	screenaspect;
867
	float	yfov;
868
	int		i;
869
	extern	int glwidth, glheight;
870
	int		x, x2, y2, y, w, h;
871
 
872
	//
873
	// set up viewpoint
874
	//
875
	glMatrixMode(GL_PROJECTION);
876
    glLoadIdentity ();
877
	x = r_refdef.vrect.x * glwidth/vid.width;
878
	x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
879
	y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
880
	y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
881
 
882
	// fudge around because of frac screen scale
883
	if (x > 0)
884
		x--;
885
	if (x2 < glwidth)
886
		x2++;
887
	if (y2 < 0)
888
		y2--;
889
	if (y < glheight)
890
		y++;
891
 
892
	w = x2 - x;
893
	h = y - y2;
894
 
895
	if (envmap)
896
	{
897
		x = y2 = 0;
898
		w = h = 256;
899
	}
900
 
901
	glViewport (glx + x, gly + y2, w, h);
902
    screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
903
//	yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
904
    MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  4096);
905
 
906
	if (mirror)
907
	{
908
		if (mirror_plane->normal[2])
909
			glScalef (1, -1, 1);
910
		else
911
			glScalef (-1, 1, 1);
912
		glCullFace(GL_BACK);
913
	}
914
	else
915
		glCullFace(GL_FRONT);
916
 
917
	glMatrixMode(GL_MODELVIEW);
918
    glLoadIdentity ();
919
 
920
    glRotatef (-90,  1, 0, 0);	    // put Z going up
921
    glRotatef (90,  0, 0, 1);	    // put Z going up
922
    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
923
    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
924
    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
925
    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
926
 
927
	glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
928
 
929
	//
930
	// set drawing parms
931
	//
932
	if (gl_cull.value)
933
		glEnable(GL_CULL_FACE);
934
	else
935
		glDisable(GL_CULL_FACE);
936
 
937
	glDisable(GL_BLEND);
938
	glDisable(GL_ALPHA_TEST);
939
	glEnable(GL_DEPTH_TEST);
940
}
941
 
942
/*
943
================
944
R_RenderScene
945
 
946
r_refdef must be set before the first call
947
================
948
*/
949
void R_RenderScene (void)
950
{
951
	R_SetupFrame ();
952
 
953
	R_SetFrustum ();
954
 
955
	R_SetupGL ();
956
 
957
	R_MarkLeaves ();	// done here so we know if we're in water
958
 
959
	R_DrawWorld ();		// adds static entities to the list
960
 
961
	S_ExtraUpdate ();	// don't let sound get messed up if going slow
962
 
963
	R_DrawEntitiesOnList ();
964
 
965
	GL_DisableMultitexture();
966
 
967
	R_RenderDlights ();
968
 
969
	R_DrawParticles ();
970
 
971
#ifdef GLTEST
972
	Test_Draw ();
973
#endif
974
 
975
}
976
 
977
 
978
/*
979
=============
980
R_Clear
981
=============
982
*/
983
void R_Clear (void)
984
{
985
	if (r_mirroralpha.value != 1.0)
986
	{
987
		if (gl_clear.value)
988
			glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
989
		else
990
			glClear (GL_DEPTH_BUFFER_BIT);
991
		gldepthmin = 0;
992
		gldepthmax = 0.5;
993
		glDepthFunc (GL_LEQUAL);
994
	}
995
	else if (gl_ztrick.value)
996
	{
997
		static int trickframe;
998
 
999
		if (gl_clear.value)
1000
			glClear (GL_COLOR_BUFFER_BIT);
1001
 
1002
		trickframe++;
1003
		if (trickframe & 1)
1004
		{
1005
			gldepthmin = 0;
1006
			gldepthmax = 0.49999;
1007
			glDepthFunc (GL_LEQUAL);
1008
		}
1009
		else
1010
		{
1011
			gldepthmin = 1;
1012
			gldepthmax = 0.5;
1013
			glDepthFunc (GL_GEQUAL);
1014
		}
1015
	}
1016
	else
1017
	{
1018
		if (gl_clear.value)
1019
			glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1020
		else
1021
			glClear (GL_DEPTH_BUFFER_BIT);
1022
		gldepthmin = 0;
1023
		gldepthmax = 1;
1024
		glDepthFunc (GL_LEQUAL);
1025
	}
1026
 
1027
	glDepthRange (gldepthmin, gldepthmax);
1028
}
1029
 
1030
/*
1031
=============
1032
R_Mirror
1033
=============
1034
*/
1035
void R_Mirror (void)
1036
{
1037
	float		d;
1038
	msurface_t	*s;
1039
	entity_t	*ent;
1040
 
1041
	if (!mirror)
1042
		return;
1043
 
1044
	memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
1045
 
1046
	d = DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist;
1047
	VectorMA (r_refdef.vieworg, -2*d, mirror_plane->normal, r_refdef.vieworg);
1048
 
1049
	d = DotProduct (vpn, mirror_plane->normal);
1050
	VectorMA (vpn, -2*d, mirror_plane->normal, vpn);
1051
 
1052
	r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
1053
	r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
1054
	r_refdef.viewangles[2] = -r_refdef.viewangles[2];
1055
 
1056
	ent = &cl_entities[cl.viewentity];
1057
	if (cl_numvisedicts < MAX_VISEDICTS)
1058
	{
1059
		cl_visedicts[cl_numvisedicts] = ent;
1060
		cl_numvisedicts++;
1061
	}
1062
 
1063
	gldepthmin = 0.5;
1064
	gldepthmax = 1;
1065
	glDepthRange (gldepthmin, gldepthmax);
1066
	glDepthFunc (GL_LEQUAL);
1067
 
1068
	R_RenderScene ();
1069
	R_DrawWaterSurfaces ();
1070
 
1071
	gldepthmin = 0;
1072
	gldepthmax = 0.5;
1073
	glDepthRange (gldepthmin, gldepthmax);
1074
	glDepthFunc (GL_LEQUAL);
1075
 
1076
	// blend on top
1077
	glEnable (GL_BLEND);
1078
	glMatrixMode(GL_PROJECTION);
1079
	if (mirror_plane->normal[2])
1080
		glScalef (1,-1,1);
1081
	else
1082
		glScalef (-1,1,1);
1083
	glCullFace(GL_FRONT);
1084
	glMatrixMode(GL_MODELVIEW);
1085
 
1086
	glLoadMatrixf (r_base_world_matrix);
1087
 
1088
	glColor4f (1,1,1,r_mirroralpha.value);
1089
	s = cl.worldmodel->textures[mirrortexturenum]->texturechain;
1090
	for ( ; s ; s=s->texturechain)
1091
		R_RenderBrushPoly (s);
1092
	cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
1093
	glDisable (GL_BLEND);
1094
	glColor4f (1,1,1,1);
1095
}
1096
 
1097
/*
1098
================
1099
R_RenderView
1100
 
1101
r_refdef must be set before the first call
1102
================
1103
*/
1104
void R_RenderView (void)
1105
{
1106
	double	time1, time2;
1107
	GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.20};
1108
 
1109
	if (r_norefresh.value)
1110
		return;
1111
 
1112
	if (!r_worldentity.model || !cl.worldmodel)
1113
		Sys_Error ("R_RenderView: NULL worldmodel");
1114
 
1115
	if (r_speeds.value)
1116
	{
1117
		glFinish ();
1118
		time1 = Sys_FloatTime ();
1119
		c_brush_polys = 0;
1120
		c_alias_polys = 0;
1121
	}
1122
 
1123
	mirror = false;
1124
 
1125
	if (gl_finish.value)
1126
		glFinish ();
1127
 
1128
	R_Clear ();
1129
 
1130
	// render normal view
1131
 
1132
/***** Experimental silly looking fog ******
1133
****** Use r_fullbright if you enable ******
1134
	glFogi(GL_FOG_MODE, GL_LINEAR);
1135
	glFogfv(GL_FOG_COLOR, colors);
1136
	glFogf(GL_FOG_END, 512.0);
1137
	glEnable(GL_FOG);
1138
********************************************/
1139
 
1140
	R_RenderScene ();
1141
	R_DrawViewModel ();
1142
	R_DrawWaterSurfaces ();
1143
 
1144
//  More fog right here :)
1145
//	glDisable(GL_FOG);
1146
//  End of all fog code...
1147
 
1148
	// render mirror view
1149
	R_Mirror ();
1150
 
1151
	R_PolyBlend ();
1152
 
1153
	if (r_speeds.value)
1154
	{
1155
//		glFinish ();
1156
		time2 = Sys_FloatTime ();
1157
		Con_Printf ("%3i ms  %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
1158
	}
1159
}