📄 gl_rmain.c
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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"
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; // little dot for particles
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
void R_MarkLeaves (void);
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawviewmodel;
cvar_t *r_speeds;
cvar_t *r_fullbright;
cvar_t *r_lightmap;
cvar_t *r_shadows;
cvar_t *r_mirroralpha;
cvar_t *r_wateralpha;
cvar_t *r_dynamic;
cvar_t *r_novis;
cvar_t *r_waterwarp; // 2000-01-02 Missing R_WATERWARP fix by Radix
cvar_t *gl_finish;
cvar_t *gl_clear;
cvar_t *gl_cull;
cvar_t *gl_texsort;
cvar_t *gl_smoothmodels;
cvar_t *gl_affinemodels;
cvar_t *gl_polyblend;
cvar_t *gl_flashblend;
cvar_t *gl_playermip;
cvar_t *gl_nocolors;
cvar_t *gl_keeptjunctions;
cvar_t *gl_reporttjunctions;
cvar_t *gl_doubleeyes;
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;
// 2001-12-15 Oriented sprites fix by Atomizer start
vec3_t fixed_origin;
vec3_t temp;
// 2001-12-15 Oriented sprites fix by Atomizer end
// 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;
VectorCopy(e->origin,fixed_origin); // 2001-12-15 Oriented sprites fix by Atomizer
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
// 2001-12-15 Oriented sprites fix by Atomizer start
VectorScalarMult(v_forward,-2,temp);
VectorAdd(temp,fixed_origin,fixed_origin);
// 2001-12-15 Oriented sprites fix by Atomizer end
up = v_up;
right = v_right;
}
else
{ // normal sprite
up = vup;
right = vright;
}
glColor3f (1,1,1);
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
// 2001-12-15 Oriented sprites fix by Atomizer start
// VectorMA (e->origin, frame->down, up, point);
VectorMA (fixed_origin, frame->down, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer end
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
// 2001-12-15 Oriented sprites fix by Atomizer start
// VectorMA (e->origin, frame->up, up, point);
VectorMA (fixed_origin, frame->up, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer end
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
// 2001-12-15 Oriented sprites fix by Atomizer start
// VectorMA (e->origin, frame->up, up, point);
VectorMA (fixed_origin, frame->up, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer end
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
// 2001-12-15 Oriented sprites fix by Atomizer start
// VectorMA (e->origin, frame->down, up, point);
VectorMA (fixed_origin, frame->down, up, point);
// 2001-12-15 Oriented sprites fix by Atomizer end
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"
};
vec3_t shadevector;
//float shadelight, ambientlight; // 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes
// 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];
int lastposenum;
/*
=============
GL_DrawAliasFrame
=============
*/
extern vec3_t lightcolor; // 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes
void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
{
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;
lastposenum = posenum;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
while (1)
{
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
// texture coordinates come from the draw list
glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
order += 2;
// normals and vertexes come from the frame list
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
/*
l = shadedots[verts->lightnormalindex] * shadelight;
glColor3f (l, l, l);
*/
l = shadedots[verts->lightnormalindex];
glColor3f (l * lightcolor[0], l * lightcolor[1], l * lightcolor[2]);
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
}
/*
=============
GL_DrawAliasShadow
=============
*/
extern vec3_t lightspot;
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 ();
}
}
/*
=================
R_SetupAliasFrame
=================
*/
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
{
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);
}
/*
=================
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;
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
//
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
// ambientlight = shadelight = R_LightPoint (currententity->origin);
R_LightPoint(currententity->origin); // lightcolor is all that matters from this
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
// always give the gun some light
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
/*
if (e == &cl.viewent && ambientlight < 24)
ambientlight = shadelight = 24;
*/
if (e == &cl.viewent)
{
if (lightcolor[0] < 24)
lightcolor[0] = 24;
if (lightcolor[1] < 24)
lightcolor[1] = 24;
if (lightcolor[2] < 24)
lightcolor[2] = 24;
}
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
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);
if (add > 0) {
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
/*
ambientlight += add;
//ZOID models should be affected by dlights as well
shadelight += add;
*/
lightcolor[0] += add * cl_dlights[lnum].color[0];
lightcolor[1] += add * cl_dlights[lnum].color[1];
lightcolor[2] += add * cl_dlights[lnum].color[2];
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
}
}
}
// clamp lighting so it doesn't overbright as much
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
/*
if (ambientlight > 128)
ambientlight = 128;
if (ambientlight + shadelight > 192)
shadelight = 192 - ambientlight;
*/
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
// 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") */)
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
/*
if (ambientlight < 8)
ambientlight = shadelight = 8;
*/
{
if (lightcolor[0] < 8)
lightcolor[0] = 8;
if (lightcolor[1] < 8)
lightcolor[1] = 8;
if (lightcolor[2] < 8)
lightcolor[2] = 8;
}
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
// HACK HACK HACK -- no fullbright colors, so make torches full light
if (!strcmp (clmodel->name, "progs/flame2.mdl")
|| !strcmp (clmodel->name, "progs/flame.mdl") )
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
// ambientlight = shadelight = 256;
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256;
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
// shadelight = shadelight / 200.0;
VectorScale(lightcolor, 1.0f / 200.0f, lightcolor);
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
an = e->angles[1]/180*M_PI;
shadevector[0] = cos(-an);
shadevector[1] = sin(-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
//
// locate the proper data
//
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
c_alias_polys += paliashdr->numtris;
// 2001-09-09 GL use of unavailable skins on entities fix by Charles "Psykotik" Pence start
//
// check skin bounds
//
if (currententity->skinnum >= paliashdr->numskins)
{
currententity->skinnum = 0;
}
// 2001-09-09 GL use of unavailable skins on entities fix by Charles "Psykotik" Pence end
//
// draw all the triangles
//
GL_DisableMultitexture();
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]);
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