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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
// jkrige - scale2d
#ifdef _WIN32
#include "winquake.h"
#endif
// jkrige - scale2d
entity_t r_worldentity;
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
mplane_t frustum[4];
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
int currenttexture = -1; // to avoid unnecessary texture sets
int cnttextures[2] = {-1, -1}; // cached
int particletexture_linear; // little dot for particles (jkrige - was named "particletexture")
// jkrige - texture mode
int particletexture_point;
// jkrige - texture mode
int playertextures; // up to 16 color translated skins
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_matrix[16];
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
texture_t *r_notexture_mip;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
// jkrige - .lit colored lights
int gl_coloredstatic; // used to store what type of static light we loaded in Mod_LoadLighting()
// jkrige - .lit colored lights
void R_MarkLeaves (void);
cvar_t r_norefresh = {"r_norefresh","0"};
cvar_t r_drawentities = {"r_drawentities","1"};
cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
cvar_t r_speeds = {"r_speeds","0"};
cvar_t r_fullbright = {"r_fullbright","0"};
cvar_t r_lightmap = {"r_lightmap","0"};
//cvar_t r_shadows = {"r_shadows","0"}; // jkrige - removed alias shadows
cvar_t r_mirroralpha = {"r_mirroralpha","1"};
cvar_t r_wateralpha = {"r_wateralpha","1"};
cvar_t r_dynamic = {"r_dynamic","1"};
cvar_t r_novis = {"r_novis","0"};
// jkrige - fix dynamic light shine through
cvar_t r_dynamic_sidemark = {"r_dynamic_sidemark", "1", true};
// jkrige - fix dynamic light shine through
// jkrige - remove gl_finish
//cvar_t gl_finish = {"gl_finish","0"};
// jkrige - remove gl_finish
// jkrige - changed gl_clear default value
//cvar_t gl_clear = {"gl_clear", "0"};
cvar_t gl_clear = {"gl_clear", "1", true};
// jkrige - changed gl_clear default value
cvar_t gl_cull = {"gl_cull","1"};
cvar_t gl_texsort = {"gl_texsort","1"};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
cvar_t gl_affinemodels = {"gl_affinemodels","0"};
cvar_t gl_polyblend = {"gl_polyblend","1"};
// jkrige - flashblend removal
//cvar_t gl_flashblend = {"gl_flashblend","1"};
// jkrige - flashblend removal
cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_nocolors = {"gl_nocolors","0"};
// jkrige - disabled tjunction removal
//cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"};
//cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
// jkrige - disabled tjunction removal
cvar_t gl_skytype = {"gl_skytype", "0"}; // jkrige - skybox : 0 = default, 1 = skybox
cvar_t gl_doubleeyes = {"gl_doubleeys", "1"};
// jkrige - texture mode
cvar_t gl_texturemode = {"gl_texturemode", "0", true};
// jkrige - texture mode
// jkrige - wireframe
cvar_t gl_wireframe = {"gl_wireframe", "0"};
// jkrige - wireframe
// jkrige - .lit colored lights
cvar_t gl_coloredlight = {"gl_coloredlight", "0", true};
// jkrige - .lit colored lights
extern cvar_t gl_ztrick;
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
{
int i;
for (i=0 ; i<4 ; i++)
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
return true;
return false;
}
void R_RotateForEntity (entity_t *e)
{
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
glRotatef (e->angles[2], 1, 0, 0);
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
================
R_GetSpriteFrame
================
*/
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
pspriteframe = psprite->frames[frame].frameptr;
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
vec3_t v_forward, v_right, v_up;
msprite_t *psprite;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
}
else
{ // normal sprite
up = vup;
right = vright;
}
glColor3f (1,1,1);
// jkrige - remove multitexture
//GL_DisableMultitexture();
// jkrige - remove multitexture
GL_Bind(frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glEnd ();
glDisable (GL_ALPHA_TEST);
}
/*
=============================================================
ALIAS MODELS
=============================================================
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
// jkrige - removed alias shadows
//vec3_t shadevector;
// jkrige - removed alias shadows
// jkrige - .lit colored lights
//float shadelight, ambientlight;
float shadelight;
// jkrige - .lit colored lights
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "anorm_dots.h"
;
float *shadedots = r_avertexnormal_dots[0];
// jkrige - static light vector
float cm_pitch;
float lightvec[3] = {0.0f, 0.0f, 0.0f};
// jkrige - static light vector
// jkrige - light lerping
float *shadedots2 = r_avertexnormal_dots[0];
float lightlerpoffset;
// jkrige - light lerping
int lastposenum;
// jkrige - .lit colored lights
extern vec3_t lightcolor;
// jkrige - .lit colored lights
// jkrige - fullbright pixels
void GL_DrawAliasFrame2 (aliashdr_t *paliashdr, int posenum, int anim, qboolean fullbrights)
{
float s, t;
float l;
int i, j;
int index;
trivertx_t *v, *verts;
int list;
int *order;
vec3_t point;
float *normal;
int count;
// jkrige - static light vector
float dir_light;
// jkrige - static light vector
// jkrige - light lerping
float l1, l2, diff;
// jkrige - light lerping
lastposenum = posenum;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
if (fullbrights == true)
{
if (r_fullbright.value)
return;
if(gl_lumatex_render.value != 1)
return;
GL_Bind (JK_LUMA_TEX + paliashdr->gl_texturenum[currententity->skinnum][anim]);
glDepthMask (GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
}
while (1)
{
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
// texture coordinates come from the draw list
glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
order += 2;
// normals and vertexes come from the frame list
if (fullbrights == false)
{
// jkrige - static light vector
dir_light = DotProduct(r_avertexnormals[verts->lightnormalindex], lightvec);
if (dir_light > 0.0f)
{
// jkrige - light lerping
l1 = (shadedots[verts->lightnormalindex] * shadelight) + dir_light;
l2 = (shadedots2[verts->lightnormalindex] * shadelight) + dir_light;
//l = ambientlight + dir_light;
// jkrige - light lerping
}
else
{
// jkrige - light lerping
l1 = shadedots[verts->lightnormalindex] * shadelight;
l2 = shadedots2[verts->lightnormalindex] * shadelight;
//l = ambientlight;
// jkrige - light lerping
}
// jkrige - static light vector
// jkrige - light lerping
if (l1 != l2)
{
if (l1 > l2)
{
diff = l1 - l2;
diff *= lightlerpoffset;
l = l1 - diff;
}
else
{
diff = l2 - l1;
diff *= lightlerpoffset;
l = l1 + diff;
}
}
else
{
l = l1;
}
// jkrige - light lerping
// jkrige - wireframe
if (gl_wireframe.value)
l = 1;
// jkrige - wireframe
// jkrige - .lit colored lights
//l = shadedots[verts->lightnormalindex];
glColor3f (l * lightcolor[0], l * lightcolor[1], l * lightcolor[2]);
//l = shadedots[verts->lightnormalindex] * shadelight;
//glColor3f (l, l, l);
// jkrige - .lit colored lights
}
else
{
glColor3f (1.0f, 1.0f, 1.0f);
}
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
if (fullbrights == true)
{
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask (GL_TRUE);
}
}
// jkrige - fullbright pixels
/*
=============
GL_DrawAliasFrame
=============
*/
void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, int skinnum, int anim)
{
GL_DrawAliasFrame2(paliashdr, posenum, anim, false);
if (paliashdr->skin_luma[skinnum] == true)
{
GL_DrawAliasFrame2(paliashdr, posenum, anim, true);
if (paliashdr->skin_luma8bit[skinnum] == false)
GL_DrawAliasFrame2(paliashdr, posenum, anim, true);
}
}
/*
=============
GL_DrawAliasShadow
=============
*/
//extern vec3_t lightspot;
// jkrige - removed alias shadows
/*void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
{
float s, t, l;
int i, j;
int index;
trivertx_t *v, *verts;
int list;
int *order;
vec3_t point;
float *normal;
float height, lheight;
int count;
lheight = currententity->origin[2] - lightspot[2];
height = 0;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
height = -lheight + 1.0;
while (1)
{
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
// texture coordinates come from the draw list
// (skipped for shadows) glTexCoord2fv ((float *)order);
order += 2;
// normals and vertexes come from the frame list
point[0] = verts->v[0] * paliashdr->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];
point[0] -= shadevector[0]*(point[2]+lheight);
point[1] -= shadevector[1]*(point[2]+lheight);
point[2] = height;
// height -= 0.001;
glVertex3fv (point);
verts++;
} while (--count);
glEnd ();
}
}*/
// jkrige - removed alias shadows
/*
=================
R_SetupAliasFrame
=================
*/
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr, int skinnum, int anim)
{
int pose, numposes;
float interval;
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;
if (numposes > 1)
{
interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / interval) % numposes;
}
GL_DrawAliasFrame (paliashdr, pose, skinnum, anim);
}
// jkrige - armabody.mdl hack
void R_DrawArmaBodyHack(entity_t *e)
{
int i;
int anim;
aliashdr_t *paliashdr;
if (currententity->frame == 97)
return;
if (strcmp(currententity->model->name, "progs/armalegs.mdl"))
return;
paliashdr = (aliashdr_t *)Mod_Extradata(currententity->model - 1);
c_alias_polys += paliashdr->numtris;
//
// draw all the triangles
//
glPushMatrix();
R_RotateForEntity(e);
if (!strcmp(currententity->model->name, "progs/eyes.mdl") && gl_doubleeyes.value)
{
glTranslatef(paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in gl
glScalef(paliashdr->scale[0] * 2, paliashdr->scale[1] * 2, paliashdr->scale[2] * 2);
}
else
{
glTranslatef(paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef(paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
}
anim = (int)(cl.time * 10) & 3;
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (currententity->colormap != vid.colormap && !gl_nocolors.value)
{
i = currententity - cl_entities;
if (i >= 1 && i <= cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
GL_Bind(playertextures - 1 + i);
}
if (gl_smoothmodels.value)
glShadeModel(GL_SMOOTH);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_affinemodels.value)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
R_SetupAliasFrame(currententity->frame, paliashdr, currententity->skinnum, anim);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glShadeModel(GL_FLAT);
if (gl_affinemodels.value)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix();
}
// jkrige - armabody.mdl hack
/*
=================
R_DrawAliasModel
=================
*/
void R_DrawAliasModel (entity_t *e)
{
int i, j;
int lnum;
vec3_t dist;
float add;
model_t *clmodel;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
trivertx_t *verts, *v;
int index;
float s, t, an;
int anim;
// jkrige - light lerping
float ang_ceil, ang_floor;
// jkrige - light lerping
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
if (R_CullBox (mins, maxs))
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
//
// get lighting information
//
// jkrige - .lit colored lights
shadelight = R_LightPoint(currententity->origin);
//ambientlight = shadelight = R_LightPoint (currententity->origin);
// jkrige - .lit colored lights
// allways give the gun some light
// jkrige - reduced amount of minimum light on gun (view weapon)
//if (e == &cl.viewent && ambientlight < 24)
// ambientlight = shadelight = 24;
// jkrige - .lit colored lights
if (e == &cl.viewent)
{
if (lightcolor[0] < 10)
lightcolor[0] = 10;
if (lightcolor[1] < 10)
lightcolor[1] = 10;
if (lightcolor[2] < 10)
lightcolor[2] = 10;
if(shadelight < 8)
shadelight = 8;
}
//if (e == &cl.viewent && ambientlight < 10)
// ambientlight = shadelight = 10;
// jkrige - .lit colored lights
// jkrige - reduced amount of minimum light on gun (view weapon)
// jkrige - glowing rotating items
if (currententity->model->flags & EF_ROTATE)
{
float shadelightdelta = (255.0f - shadelight) / 2.0f;
lightcolor[0] = lightcolor[1] = lightcolor[2] = shadelight + ((shadelightdelta * sin(cl.time * 3.5f)) + shadelightdelta) / 2.0f;
}
// jkrige - glowing rotating items
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if (cl_dlights[lnum].die >= cl.time)
{
VectorSubtract (currententity->origin, cl_dlights[lnum].origin, dist);
add = cl_dlights[lnum].radius - Length(dist);
// jkrige - .lit colored lights
if (add > 0)
{
lightcolor[0] += add * cl_dlights[lnum].color[0];
lightcolor[1] += add * cl_dlights[lnum].color[1];
lightcolor[2] += add * cl_dlights[lnum].color[2];
//ambientlight += add;
//ZOID models should be affected by dlights as well
//shadelight += add;
}
// jkrige - .lit colored lights
}
}
// jkrige - static light vector
// Set up light direction (from above)
cm_pitch = currententity->angles[PITCH] * ((float)M_PI / 180.0f);
lightvec[0] = sin(cm_pitch);
lightvec[2] = cos(cm_pitch);
// jkrige - static light vector
// clamp lighting so it doesn't overbright as much
// jkrige - static light vector
//if (ambientlight > 128)
// ambientlight = 128;
//if (ambientlight + shadelight > 192)
// shadelight = 192 - ambientlight;
// jkrige - static light vector
// ZOID: never allow players to go totally black
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
{
// jkrige - .lit colored lights
if (lightcolor[0] < 10)
lightcolor[0] = 10;
if (lightcolor[1] < 10)
lightcolor[1] = 10;
if (lightcolor[2] < 10)
lightcolor[2] = 10;
if(shadelight < 8)
shadelight = 8;
//if (ambientlight < 8)
// ambientlight = shadelight = 8;
// jkrige - .lit colored lights
}
// HACK HACK HACK -- no fullbright colors, so make torches full light
if (
!strcmp (clmodel->name, "progs/flame2.mdl")
| !strcmp (clmodel->name, "progs/flame.mdl")
| !strcmp (clmodel->name, "progs/lavaball.mdl") // jkrige - lavaball fullbright
| !strcmp (clmodel->name, "progs/bolt.mdl") // jkrige - lightning bolt fullbright
| !strcmp (clmodel->name, "progs/bolt2.mdl") // jkrige - lightning bolt fullbright
| !strcmp (clmodel->name, "progs/bolt3.mdl") // jkrige - lightning bolt fullbright
| !strcmp (clmodel->name, "progs/k_spike.mdl") // jkrige - death knight spike fullbright
| !strcmp (clmodel->name, "progs/laser.mdl") // jkrige - enforcer laser fullbright
| !strcmp (clmodel->name, "progs/v_spike.mdl") // jkrige - vore spike fullbright
| !strcmp (clmodel->name, "progs/spike.mdl") // jkrige - nailgun spike fullbright
| !strcmp (clmodel->name, "progs/missile.mdl") // jkrige - rocket launcher missile fullbright
| !strcmp (clmodel->name, "progs/w_spike.mdl") // jkrige - scrag spike fullbright
| !strcmp (clmodel->name, "progs/b_g_key.mdl") // jkrige - b_g_key fullbright
| !strcmp (clmodel->name, "progs/b_s_key.mdl") // jkrige - b_s_key fullbright
| !strcmp (clmodel->name, "progs/m_g_key.mdl") // jkrige - b_g_key fullbright
| !strcmp (clmodel->name, "progs/m_s_key.mdl") // jkrige - b_s_key fullbright
| !strcmp (clmodel->name, "progs/w_g_key.mdl") // jkrige - w_g_key fullbright
| !strcmp (clmodel->name, "progs/w_s_key.mdl") // jkrige - w_s_key fullbright
| !strcmp (clmodel->name, "progs/boss.mdl") // jkrige - boss fullbright
| !strcmp (clmodel->name, "progs/end1.mdl") // jkrige - end1 fullbright
| !strcmp (clmodel->name, "progs/end2.mdl") // jkrige - end1 fullbright
| !strcmp (clmodel->name, "progs/end3.mdl") // jkrige - end1 fullbright
| !strcmp (clmodel->name, "progs/end4.mdl") // jkrige - end1 fullbright
)
{
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256;
shadelight = 256;
//ambientlight = shadelight = 256;
}
// jkrige - wireframe
if (gl_wireframe.value)
{
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256;
shadelight = 256;
}
// jkrige - wireframe
// jkrige - light lerping
lightlerpoffset = e->angles[YAW] * (SHADEDOT_QUANT / 360.0);
ang_ceil = ceil(lightlerpoffset);
ang_floor = floor(lightlerpoffset);
lightlerpoffset = ang_ceil - lightlerpoffset;
//shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
shadedots = r_avertexnormal_dots[(int)ang_ceil & (SHADEDOT_QUANT - 1)];
shadedots2 = r_avertexnormal_dots[(int)ang_floor & (SHADEDOT_QUANT - 1)];
// jkrige - light lerping
// jkrige - .lit colored lights
VectorScale(lightcolor, 1.0f / 192.0f, lightcolor);
shadelight = shadelight / 192.0;
// jkrige - .lit colored lights
// jkrige - removed alias shadows
//an = e->angles[1]/180*M_PI;
//shadevector[0] = cos(-an);
//shadevector[1] = sin(-an);
//shadevector[2] = 1;
//VectorNormalize (shadevector);
// jkrige - removed alias shadows
//
// locate the proper data
//
paliashdr = (aliashdr_t *)Mod_Extradata(currententity->model);
c_alias_polys += paliashdr->numtris;
//
// draw all the triangles
//
// jkrige - remove multitexture
//GL_DisableMultitexture();
// jkrige - remove multitexture
glPushMatrix();
R_RotateForEntity(e);
if (!strcmp(clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value)
{
glTranslatef(paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in gl
glScalef(paliashdr->scale[0] * 2, paliashdr->scale[1] * 2, paliashdr->scale[2] * 2);
}
else
{
glTranslatef(paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef(paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
}
anim = (int)(cl.time * 10) & 3;
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (currententity->colormap != vid.colormap && !gl_nocolors.value)
{
i = currententity - cl_entities;
if (i >= 1 && i <= cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
GL_Bind(playertextures - 1 + i);
}
if (gl_smoothmodels.value)
glShadeModel(GL_SMOOTH);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_affinemodels.value)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
R_SetupAliasFrame(currententity->frame, paliashdr, currententity->skinnum, anim);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glShadeModel(GL_FLAT);
if (gl_affinemodels.value)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix();
// jkrige - armabody.mdl hack
R_DrawArmaBodyHack(e);
// jkrige - armabody.mdl hack
// jkrige - removed alias shadows
/*if (r_shadows.value)
{
glPushMatrix ();
R_RotateForEntity (e);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0,0,0,0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
glPopMatrix ();
}*/
// jkrige - removed alias shadows
}
//==================================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities.value)
return;
// 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 (currententity);
break;
case mod_brush:
R_DrawBrushModel (currententity);
break;
default:
break;
}
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
switch (currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
}
}
}
/*
=============
R_DrawViewModel
=============
*/
void R_DrawViewModel (void)
{
// jkrige - weirdly enough most of the code in this function is useless
// the min lighting is already handled within the "R_DrawAliasModel" function
// jkrige - min light level
//float ambient[4], diffuse[4];
//int j;
// jkrige - min light level
//int lnum;
//vec3_t dist;
//float add;
//dlight_t *dl;
// jkrige - min light level
//int ambientlight, shadelight;
// jkrige - min light level
if (!r_drawviewmodel.value)
return;
// jkrige - removed chase
//if (chase_active.value)
// return;
// jkrige - removed chase
if (envmap)
return;
if (!r_drawentities.value)
return;
if (cl.items & IT_INVISIBILITY)
return;
if (cl.stats[STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent;
if (!currententity->model)
return;
// jkrige - min light level
//j = R_LightPoint (currententity->origin);
//if (j < 24)
// j = 24; // allways give some light on gun
//ambientlight = j;
//shadelight = j;
//ambientlight = 0.75f * R_LightPoint(currententity->origin);
//ambientlight = 0.01f;
// jkrige - min light level
// add dynamic lights
/*for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
dl = &cl_dlights[lnum];
if (!dl->radius)
continue;
if (!dl->radius)
continue;
if (dl->die < cl.time)
continue;
VectorSubtract (currententity->origin, dl->origin, dist);
add = dl->radius - Length(dist);
if (add > 0)
ambientlight += add;
}*/
// jkrige - min light level
//cl.light_level = (ambientlight > 255) ? 255 : ((ambientlight < 18) ? 18 : ambientlight);
// jkrige - min light level
//ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
//diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
R_DrawAliasModel (currententity);
glDepthRange (gldepthmin, gldepthmax);
}
/*
============
R_PolyBlend
============
*/
// jkrige - 2D polyblend
void R_PolyBlend (void)
{
if (!gl_polyblend.value)
return;
if (!v_blend[3])
return;
glAlphaFunc(GL_ALWAYS, 0);
glLoadIdentity ();
glEnable (GL_BLEND);
glDisable (GL_TEXTURE_2D);
glColor4fv (v_blend);
glBegin (GL_QUADS);
glVertex2f (0,0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
glEnd ();
glColor4f (1,1,1,1);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glAlphaFunc(GL_GREATER, 0.632);
}
/*void R_PolyBlend (void)
{
if (!gl_polyblend.value)
return;
if (!v_blend[3])
return;
// jkrige - remove multitexture
//GL_DisableMultitexture();
// jkrige - remove multitexture
glDisable (GL_ALPHA_TEST);
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
glColor4fv (v_blend);
glBegin (GL_QUADS);
glVertex3f (10, 100, 100);
glVertex3f (10, -100, 100);
glVertex3f (10, -100, -100);
glVertex3f (10, 100, -100);
glEnd ();
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
glEnable (GL_ALPHA_TEST);
}*/
// jkrige - 2D polyblend
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
{
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
}
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
===============
R_SetupFrame
===============
*/
void R_SetupFrame (void)
{
int edgecount;
vrect_t vrect;
float w, h;
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
Cvar_Set ("r_fullbright", "0");
R_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
V_SetContentsColor (r_viewleaf->contents);
V_CalcBlend ();
r_cache_thrash = false;
c_brush_polys = 0;
c_alias_polys = 0;
}
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
float yfov;
int i;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
// jkrige - water warp (contents)
double f;
// jkrige - water warp (contents)
//
// set up viewpoint
//
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
// jkrige - scale2d
//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;
if (Scale2DFactor > 1.0f)
{
x = r_refdef.vrect.x * glwidth/modelist[(int)vid_mode.value].width /*320*/;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/modelist[(int)vid_mode.value].width /*320*/;
y = (modelist[(int)vid_mode.value].height /*200*/ -r_refdef.vrect.y) * glheight/modelist[(int)vid_mode.value].height /*200*/;
y2 = (modelist[(int)vid_mode.value].height /*200*/ - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/modelist[(int)vid_mode.value].height /*200*/;
}
else
{
// jkrige - scale2d (original)
x = r_refdef.vrect.x * glwidth/vid.width /*320*/;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width /*320*/;
y = (vid.height/*200*/-r_refdef.vrect.y) * glheight/vid.height /*200*/;
y2 = (vid.height/*200*/ - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height /*200*/;
// jkrige - scale2d (original)
}
// jkrige - scale2d
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y2 < 0)
y2--;
if (y < glheight)
y++;
w = x2 - x;
h = y - y2;
if (envmap)
{
x = y2 = 0;
w = h = 256;
}
glViewport (glx + x, gly + y2, w, h);
// jkrige - field of view (fov) fix
//screenaspect = (float)r_refdef.vrect.width/(float)r_refdef.vrect.height;
//yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
screenaspect = (float)vid.width/(float)vid.height;
yfov = r_refdef.fov_y;
// jkrige - field of view (fov) fix
// jkrige - water warp (contents)
if ((r_viewleaf->contents == CONTENTS_WATER || r_viewleaf->contents == CONTENTS_LAVA || r_viewleaf->contents == CONTENTS_SLIME))
{
f = sin(realtime * 0.15 * (M_PI * 2.7));
screenaspect = screenaspect - (1 - f) * 0.05 * 1;
yfov = r_refdef.fov_y - (1 + f) * 1;
}
// jkrige - water warp (contents)
// jkrige - updated near & far planes
MYgluPerspective (yfov, screenaspect, 2, 6144);
//MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
// jkrige - updated near & far planes
if (mirror)
{
if (mirror_plane->normal[2])
glScalef (1, -1, 1);
else
glScalef (-1, 1, 1);
glCullFace(GL_BACK);
}
else
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
//
// set drawing parms
//
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(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)
{
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
// jkrige - remove multitexture
//GL_DisableMultitexture();
// jkrige - remove multitexture
// jkrige - flashblend removal
//R_RenderDlights ();
// jkrige - flashblend removal
R_DrawParticles ();
#ifdef GLTEST
Test_Draw ();
#endif
}
/*
=============
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)
{
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)
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_Mirror
=============
*/
void R_Mirror (void)
{
float d;
msurface_t *s;
entity_t *ent;
if (!mirror)
return;
memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
d = DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist;
VectorMA (r_refdef.vieworg, -2*d, mirror_plane->normal, r_refdef.vieworg);
d = DotProduct (vpn, mirror_plane->normal);
VectorMA (vpn, -2*d, mirror_plane->normal, vpn);
r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
r_refdef.viewangles[2] = -r_refdef.viewangles[2];
ent = &cl_entities[cl.viewentity];
if (cl_numvisedicts < MAX_VISEDICTS)
{
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
}
gldepthmin = 0.5;
gldepthmax = 1;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
R_RenderScene ();
R_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 0.5;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
// blend on top
glEnable (GL_BLEND);
glMatrixMode(GL_PROJECTION);
if (mirror_plane->normal[2])
glScalef (1,-1,1);
else
glScalef (-1,1,1);
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf (r_base_world_matrix);
glColor4f (1,1,1,r_mirroralpha.value);
s = cl.worldmodel->textures[mirrortexturenum]->texturechain;
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
}
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void R_RenderView (void)
{
double time1, time2;
GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.20};
if (r_norefresh.value)
return;
if (!r_worldentity.model || !cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
if (r_speeds.value)
{
glFinish ();
time1 = Sys_FloatTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
mirror = false;
// jkrige - remove gl_finish
//if (gl_finish.value)
// glFinish ();
// jkrige - remove gl_finish
// jkrige - scale2d
COM_SetScale2D();
// jkrige - scale2d
R_Clear ();
// render normal view
/***** Experimental silly looking fog ******
****** Use r_fullbright if you enable ******
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, colors);
glFogf(GL_FOG_END, 512.0);
glEnable(GL_FOG);
********************************************/
// jkrige - wireframe
if (gl_wireframe.value != 0.0f && gl_wireframe.value != 1.0f)
Cvar_Set("gl_wireframe", "0");
if (cl.gametype == GAME_DEATHMATCH)
Cvar_Set("gl_wireframe", "0");
if (gl_wireframe.value)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// jkrige - wireframe
R_RenderScene ();
R_DrawViewModel ();
R_DrawWaterSurfaces ();
// More fog right here :)
// glDisable(GL_FOG);
// End of all fog code...
// render mirror view
R_Mirror ();
// jkrige - 2D polyblend
//R_PolyBlend ();
// jkrige - 2D polyblend
// jkrige - wireframe
if (gl_wireframe.value)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// jkrige - wireframe
if (r_speeds.value)
{
// glFinish ();
time2 = Sys_FloatTime ();
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
}