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📄 gl_rmain.c

📁 quake1 dos源代码最新版本
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	}

	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);

	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 ();

	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 ();
	}

}

//==================================================================================

/*
=============
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];

// 2000-01-09 ChaseCam fix by FrikaC  start
		if (currententity == &cl_entities[cl.viewentity])
		{
			// chase_active->value not checked as player model is necessary for shadows
			currententity->angles[0] *= 0.3;
		}
// 2000-01-09 ChaseCam fix by FrikaC  end

		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)
{
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes  start
/*
	float		ambient[4], diffuse[4];
	int			j;
	int			lnum;
	vec3_t		dist;
	float		add;
	dlight_t	*dl;
	int			ambientlight, shadelight;
*/
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes  end

	if (!r_drawviewmodel->value)
		return;

	if (chase_active->value)
		return;

	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;

// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes  start
/*
	j = R_LightPoint (currententity->origin);

	if (j < 24)
		j = 24;		// always give some light on gun
	ambientlight = j;
	shadelight = j;

// 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;
	}

	ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
	diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
*/
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes  end

	// 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
============
*/
void R_PolyBlend (void)
{
	if (!gl_polyblend->value)
		return;
	if (!v_blend[3])
		return;

	GL_DisableMultitexture();

	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);
}


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;

	//
	// set up viewpoint
	//
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity ();
	x = r_refdef.vrect.x * glwidth/vid.width;
	x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
	y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
	y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;

	// fudge around because of frac screen scale
	if (x > 0)
		x--;
	if (x2 < glwidth)
		x2++;
	if (y2 < 0)
		y2--;
	if (y < glheight)
		y++;

	w = x2 - x;
	h = y - y2;

	if (envmap)
	{
		x = y2 = 0;
		w = h = 256;
	}

	glViewport (glx + x, gly + y2, w, h);
	screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
//	yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// 2002-01-31 GLQuake HOM fix by Matador  start
//	MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  4096);
	MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  gl_maxdepth->value);
// 2002-01-31 GLQuake HOM fix by Matador  end

	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 ();

	GL_DisableMultitexture();

	R_RenderDlights ();

	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;

	if (gl_finish->value)
		glFinish ();

	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);
********************************************/

	R_RenderScene ();
	R_DrawViewModel ();
	R_DrawWaterSurfaces ();

//  More fog right here :)
//	glDisable(GL_FOG);
//  End of all fog code...

	// render mirror view
	R_Mirror ();

	R_PolyBlend ();

	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);
	}
}

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