2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
24 entity_t r_worldentity;
26 qboolean r_cache_thrash; // compatability
28 vec3_t modelorg, r_entorigin;
29 entity_t *currententity;
31 int r_visframecount; // bumped when going to a new PVS
32 int r_framecount; // used for dlight push checking
36 int c_brush_polys, c_alias_polys;
38 qboolean envmap; // true during envmap command capture
40 // LordHavoc: moved all code related to particles into r_part.c
41 //int particletexture; // little dot for particles
42 int playertextures; // up to 16 color translated skins
44 extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
54 float r_world_matrix[16];
55 float r_base_world_matrix[16];
62 mleaf_t *r_viewleaf, *r_oldviewleaf;
64 texture_t *r_notexture_mip;
66 int d_lightstylevalue[256]; // 8.8 fraction of base light value
69 void R_MarkLeaves (void);
71 //cvar_t r_norefresh = {"r_norefresh","0"};
72 cvar_t r_drawentities = {"r_drawentities","1"};
73 cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
74 cvar_t r_speeds = {"r_speeds","0"};
75 cvar_t r_speeds2 = {"r_speeds2","0"};
76 cvar_t r_fullbright = {"r_fullbright","0"};
77 //cvar_t r_lightmap = {"r_lightmap","0"};
78 //cvar_t r_shadows = {"r_shadows","0"};
79 cvar_t r_wateralpha = {"r_wateralpha","1"};
80 //cvar_t r_dynamic = {"r_dynamic","1"};
81 cvar_t r_novis = {"r_novis","0"};
82 cvar_t r_waterripple = {"r_waterripple","0"};
83 cvar_t r_fullbrights = {"r_fullbrights", "1"};
85 //cvar_t gl_cull = {"gl_cull","1"};
86 //cvar_t gl_affinemodels = {"gl_affinemodels","0"};
87 //cvar_t gl_polyblend = {"gl_polyblend","1"};
88 //cvar_t gl_flashblend = {"gl_flashblend","0"};
89 cvar_t gl_playermip = {"gl_playermip","0"};
90 //cvar_t gl_nocolors = {"gl_nocolors","0"};
91 //cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
92 //cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
93 cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
94 cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
95 cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
96 //cvar_t r_particles = {"r_particles", "1"};
97 //cvar_t r_dynamicwater = {"r_dynamicwater", "1"};
98 //cvar_t r_smokealpha = {"r_smokealpha", "0.25"};
99 //cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
101 cvar_t gl_fogenable = {"gl_fogenable", "0"};
102 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
103 cvar_t gl_fogred = {"gl_fogred","0.3"};
104 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
105 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
106 cvar_t gl_fogstart = {"gl_fogstart", "0"};
107 cvar_t gl_fogend = {"gl_fogend","0"};
108 cvar_t glfog = {"glfog", "0"};
112 void makechrometextures()
114 int x, y, g, g2, amplitude, noise[64][64], min, max;
115 byte data[64][64][4];
119 chrometexture = texture_extension_number++;
120 glBindTexture(GL_TEXTURE_2D, chrometexture);
122 #define n(x,y) noise[(y)&63][(x)&63]
124 amplitude = 16777215;
127 for (;(g = g2 >> 1) >= 1;g2 >>= 1)
129 // subdivide, diamond-square algorythm (really this has little to do with squares)
131 for (y = 0;y < 64;y += g2)
132 for (x = 0;x < 64;x += g2)
133 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
135 for (y = 0;y < 64;y += g2)
136 for (x = 0;x < 64;x += g2)
138 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
139 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
141 // brownian motion theory
143 for (y = 0;y < 64;y += g)
144 for (x = 0;x < 64;x += g)
145 noise[y][x] += rand()&litude;
147 // normalize the noise range
149 for (y = 0;y < 64;y++)
150 for (x = 0;x < 64;x++)
152 if (n(x,y) < min) min = n(x,y);
153 if (n(x,y) > max) max = n(x,y);
156 for (y = 0;y < 64;y++)
157 for (x = 0;x < 64;x++)
158 n(x,y) = (n(x,y) - min) * 255 / max;
162 // convert to RGBA data
163 for (y = 0;y < 64;y++)
164 for (x = 0;x < 64;x++)
166 data[y][x][0] = data[y][x][1] = data[y][x][2] = (byte) noise[y][x];
170 glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
172 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
174 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
175 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
178 extern qboolean isRagePro;
184 float fog_density, fog_red, fog_green, fog_blue;
186 qboolean oldgl_fogenable;
187 void FOG_framebegin()
191 // if (!Nehahrademcompatibility)
192 // gl_fogenable.value = 0;
193 if (gl_fogenable.value)
195 oldgl_fogenable = true;
196 fog_density = gl_fogdensity.value;
197 fog_red = gl_fogred.value;
198 fog_green = gl_foggreen.value;
199 fog_blue = gl_fogblue.value;
201 else if (oldgl_fogenable)
203 oldgl_fogenable = false;
214 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
215 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
218 colors[1] = fog_green;
219 colors[2] = fog_blue;
228 glFogi (GL_FOG_MODE, GL_EXP2);
229 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
230 glFogfv (GL_FOG_COLOR, colors);
241 fogdensity = -4096.0f / (fog_density * fog_density);
242 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
243 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
244 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
267 Cvar_Set("gl_fogenable", "0");
268 Cvar_Set("gl_fogdensity", "0.2");
269 Cvar_Set("gl_fogred", "0.3");
270 Cvar_Set("gl_foggreen", "0.3");
271 Cvar_Set("gl_fogblue", "0.3");
273 fog_density = fog_red = fog_green = fog_blue = 0.0f;
276 void FOG_registercvars()
278 Cvar_RegisterVariable (&glfog);
281 Cvar_RegisterVariable (&gl_fogenable);
282 Cvar_RegisterVariable (&gl_fogdensity);
283 Cvar_RegisterVariable (&gl_fogred);
284 Cvar_RegisterVariable (&gl_foggreen);
285 Cvar_RegisterVariable (&gl_fogblue);
286 Cvar_RegisterVariable (&gl_fogstart);
287 Cvar_RegisterVariable (&gl_fogend);
295 // LordHavoc: vertex array
297 float *aliasvertnorm;
298 byte *aliasvertcolor;
300 void rmain_registercvars()
302 // allocate vertex processing arrays
303 aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
304 aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
305 aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
308 Cvar_RegisterVariable (&r_speeds2);
309 Cvar_RegisterVariable (&contrast);
310 Cvar_RegisterVariable (&brightness);
311 Cvar_RegisterVariable (&gl_lightmode);
312 // Cvar_RegisterVariable (&r_dynamicwater);
313 // Cvar_RegisterVariable (&r_particles);
314 // Cvar_RegisterVariable (&r_smokealpha);
315 // Cvar_RegisterVariable (&r_dynamicbothsides);
316 Cvar_RegisterVariable (&r_fullbrights);
318 Cvar_SetValue("r_fullbrights", 0);
319 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
320 // gl_lightmode.value = 0;
321 Cvar_RegisterVariable (&r_fullbright);
322 makechrometextures();
329 void R_RotateForEntity (entity_t *e)
331 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
333 glRotatef (e->angles[1], 0, 0, 1);
334 glRotatef (-e->angles[0], 0, 1, 0);
335 glRotatef (e->angles[2], 1, 0, 0);
337 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
341 // LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
342 #define NUMVERTEXNORMALS 162
344 float r_avertexnormals[NUMVERTEXNORMALS][3] = {
348 // LordHavoc: moved this shading stuff up because the sprites need shading stuff
354 void R_LightPoint (vec3_t color, vec3_t p);
355 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
356 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
358 float R_CalcAnimLerp(int pose, float lerpscale)
360 if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart <= cl.time)
362 if (pose != currententity->draw_pose)
364 currententity->draw_lastpose = currententity->draw_pose;
365 currententity->draw_pose = pose;
366 currententity->draw_lerpstart = cl.time;
370 return ((cl.time - currententity->draw_lerpstart) * lerpscale);
372 else // uninitialized
374 currententity->draw_lastmodel = currententity->model;
375 currententity->draw_lastpose = currententity->draw_pose = pose;
376 currententity->draw_lerpstart = cl.time;
382 =============================================================
386 =============================================================
394 void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
397 mspritegroup_t *pspritegroup;
398 int i, j, numframes, frame;
399 float *pintervals, fullinterval, targettime, time, jtime, jinterval;
401 psprite = currententity->model->cache.data;
402 frame = currententity->frame;
404 if ((frame >= psprite->numframes) || (frame < 0))
406 Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
410 if (psprite->frames[frame].type == SPR_SINGLE)
412 if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
414 if (frame != currententity->draw_pose)
416 currententity->draw_lastpose = currententity->draw_pose;
417 currententity->draw_pose = frame;
418 currententity->draw_lerpstart = cl.time;
422 *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
424 else // uninitialized
426 currententity->draw_lastmodel = currententity->model;
427 currententity->draw_lastpose = currententity->draw_pose = frame;
428 currententity->draw_lerpstart = cl.time;
431 *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
432 *newframe = psprite->frames[frame].frameptr;
436 pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
437 pintervals = pspritegroup->intervals;
438 numframes = pspritegroup->numframes;
439 fullinterval = pintervals[numframes-1];
441 time = cl.time + currententity->syncbase;
443 // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
444 // are positive, so we don't have to worry about division by 0
445 targettime = time - ((int)(time / fullinterval)) * fullinterval;
447 // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
448 // I instead measure the time of the first frame, hoping it is consistent
449 j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
450 for (i=0 ; i<(numframes-1) ; i++)
452 if (pintervals[i] > targettime)
454 j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
456 *framelerp = (targettime - jtime) / jinterval;
458 *oldframe = pspritegroup->frames[j];
459 *newframe = pspritegroup->frames[i];
463 void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
465 // LordHavoc: rewrote this to use the transparent poly system
466 transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
467 transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
468 transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
469 transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
470 transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
474 extern qboolean isG200, isRagePro, lighthalf;
482 void R_DrawSpriteModel (entity_t *e)
484 mspriteframe_t *oldframe, *newframe;
485 float *up, *right, lerp, ilerp;
486 vec3_t v_forward, v_right, v_up, org;
489 // don't even bother culling, because it's just a single
490 // polygon without a surface cache
491 R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
492 if (lerp < 0) lerp = 0;
493 if (lerp > 1) lerp = 1;
494 if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
497 psprite = e->model->cache.data;
499 if (psprite->type == SPR_ORIENTED)
500 { // bullet marks on walls
501 AngleVectors (e->angles, v_forward, v_right, v_up);
504 VectorSubtract(e->origin, vpn, org);
510 VectorCopy(e->origin, org);
514 VectorScale(up, e->scale, up);
515 VectorScale(right, e->scale, right);
518 if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
522 shadecolor[0] = e->colormod[0] * 128;
523 shadecolor[1] = e->colormod[1] * 128;
524 shadecolor[2] = e->colormod[2] * 128;
528 shadecolor[0] = e->colormod[0] * 255;
529 shadecolor[1] = e->colormod[1] * 255;
530 shadecolor[2] = e->colormod[2] * 255;
535 R_LightPoint (shadecolor, e->origin);
536 R_DynamicLightPointNoMask(shadecolor, e->origin);
539 shadecolor[0] *= e->colormod[0] * 0.5;
540 shadecolor[1] *= e->colormod[1] * 0.5;
541 shadecolor[2] *= e->colormod[2] * 0.5;
545 // LordHavoc: interpolated sprite rendering
547 GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
549 GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
553 =============================================================
557 =============================================================
560 extern vec3_t softwaretransform_x;
561 extern vec3_t softwaretransform_y;
562 extern vec3_t softwaretransform_z;
563 extern vec_t softwaretransform_scale;
564 extern vec3_t softwaretransform_offset;
565 void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
568 vec3_t point, matrix_x, matrix_y, matrix_z;
572 if (lerp < 0) lerp = 0;
573 if (lerp > 1) lerp = 1;
576 float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
577 if (lerp < 0) lerp = 0;
578 if (lerp > 1) lerp = 1;
580 ilerp127 = ilerp * (1.0 / 127.0);
581 lerp127 = lerp * (1.0 / 127.0);
582 VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
583 VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
584 VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
585 // calculate combined interpolation variables
586 scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] * lerp;translatex = translate1[0] * ilerp + translate2[0] * lerp;
587 scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] * lerp;translatey = translate1[1] * ilerp + translate2[1] * lerp;
588 scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] * lerp;translatez = translate1[2] * ilerp + translate2[2] * lerp;
590 for (i = 0;i < vertcount;i++)
592 // rotate, scale, and translate the vertex locations
593 point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
594 point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
595 point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
596 *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
597 *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
598 *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
599 // rotate the normals
600 point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
601 point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
602 point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
603 *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
604 *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
605 *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
612 i127 = 1.0f / 127.0f;
613 VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
614 VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
615 VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
617 for (i = 0;i < vertcount;i++)
619 // rotate, scale, and translate the vertex locations
620 point[0] = verts1->v[0] * scale1[0] + translate1[0];
621 point[1] = verts1->v[1] * scale1[1] + translate1[1];
622 point[2] = verts1->v[2] * scale1[2] + translate1[2];
623 *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
624 *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
625 *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
626 // rotate the normals
627 point[0] = verts1->n[0] * i127;
628 point[1] = verts1->n[1] * i127;
629 point[2] = verts1->n[2] * i127;
630 *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
631 *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
632 *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
644 extern vec3_t lightspot;
645 void R_LightModel(int numverts, vec3_t center);
646 extern cvar_t gl_vertexarrays;
647 void R_DrawAliasFrame (aliashdr_t *paliashdr)
649 int i, pose, frame = currententity->frame;
650 float lerpscale, lerp;
652 softwaretransformforentity(currententity);
654 if ((frame >= paliashdr->numframes) || (frame < 0))
656 Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
660 pose = paliashdr->frames[frame].firstpose;
662 if (paliashdr->frames[frame].numposes > 1)
664 lerpscale = 1.0 / paliashdr->frames[frame].interval;
665 pose += (int)(cl.time * lerpscale) % paliashdr->frames[frame].numposes;
670 lerp = R_CalcAnimLerp(pose, lerpscale);
672 R_AliasLerpVerts(paliashdr->numverts, lerp, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_lastpose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_pose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin);
674 R_LightModel(paliashdr->numverts, currententity->origin);
676 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
677 glShadeModel(GL_SMOOTH);
678 if (currententity->effects & EF_ADDITIVE)
680 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
684 else if (modelalpha != 1.0)
686 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
696 if (gl_vertexarrays.value)
698 // LordHavoc: I would use InterleavedArrays here,
699 // but the texture coordinates are a seperate array,
700 // and it would be wasteful to copy them into the main array...
701 // glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
702 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
703 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
704 glEnableClientState(GL_VERTEX_ARRAY);
705 glEnableClientState(GL_COLOR_ARRAY);
707 // draw the front faces
708 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
709 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
710 qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
711 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
713 // draw the back faces
714 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
715 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
716 qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
717 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
719 glDisableClientState(GL_COLOR_ARRAY);
720 glDisableClientState(GL_VERTEX_ARRAY);
724 unsigned short *in, index;
726 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
727 glBegin(GL_TRIANGLES);
728 // draw the front faces
729 tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
732 for (i = 0;i < paliashdr->frontfaces * 3;i++)
735 glTexCoord2f(tex[index*2], tex[index*2+1]);
736 glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
737 glVertex3fv(&aliasvert[index*3]);
743 for (i = 0;i < paliashdr->frontfaces * 3;i++)
746 glTexCoord2f(tex[index*2], tex[index*2+1]);
747 glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
748 glVertex3fv(&aliasvert[index*3]);
752 // draw the back faces
753 tex += 2 * paliashdr->numverts;
756 for (i = 0;i < paliashdr->backfaces * 3;i++)
759 glTexCoord2f(tex[index*2], tex[index*2+1]);
760 glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
761 glVertex3fv(&aliasvert[index*3]);
767 for (i = 0;i < paliashdr->backfaces * 3;i++)
770 glTexCoord2f(tex[index*2], tex[index*2+1]);
771 glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
772 glVertex3fv(&aliasvert[index*3]);
782 glDisable (GL_TEXTURE_2D);
783 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
785 glDepthMask(0); // disable zbuffer updates
787 VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
788 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
790 if (gl_vertexarrays.value)
792 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
793 glEnableClientState(GL_VERTEX_ARRAY);
794 qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
795 glDisableClientState(GL_VERTEX_ARRAY);
800 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
801 glBegin(GL_TRIANGLES);
802 for (i = 0;i < paliashdr->numtris * 3;i++)
803 glVertex3fv(&aliasvert[*in++ * 3]);
807 glEnable (GL_TEXTURE_2D);
812 if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
814 // flatten it to make a shadow
815 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
817 for (i = 0;i < paliashdr->numverts;i++, av+=3)
820 glDisable (GL_TEXTURE_2D);
821 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
823 glDepthMask(0); // disable zbuffer updates
824 glColor4f (0,0,0,0.5 * modelalpha);
826 if (gl_vertexarrays.value)
828 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
829 glEnableClientState(GL_VERTEX_ARRAY);
830 qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
831 glDisableClientState(GL_VERTEX_ARRAY);
836 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
837 glBegin(GL_TRIANGLES);
838 for (i = 0;i < paliashdr->numtris * 3;i++)
839 glVertex3fv(&aliasvert[*in++ * 3]);
843 glEnable (GL_TEXTURE_2D);
848 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
859 void R_DrawQ2AliasFrame (md2mem_t *pheader)
861 int *order, count, frame = currententity->frame;
863 md2memframe_t *frame1, *frame2;
865 softwaretransformforentity(currententity);
867 if ((frame >= pheader->num_frames) || (frame < 0))
869 Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
873 lerp = R_CalcAnimLerp(frame, 10);
875 frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_lastpose));
876 frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_pose));
877 R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
879 R_LightModel(pheader->num_xyz, currententity->origin);
881 if (gl_vertexarrays.value)
883 // LordHavoc: big mess...
884 // using arrays only slightly, although it is enough to prevent duplicates
885 // (saving half the transforms)
886 //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
887 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
888 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
889 glEnableClientState(GL_VERTEX_ARRAY);
890 glEnableClientState(GL_COLOR_ARRAY);
892 order = (int *)((int)pheader + pheader->ofs_glcmds);
895 if (!(count = *order++))
898 glBegin(GL_TRIANGLE_STRIP);
901 glBegin(GL_TRIANGLE_FAN);
906 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
907 qglArrayElement(order[2]);
913 glDisableClientState(GL_COLOR_ARRAY);
914 glDisableClientState(GL_VERTEX_ARRAY);
918 order = (int *)((int)pheader + pheader->ofs_glcmds);
921 if (!(count = *order++))
924 glBegin(GL_TRIANGLE_STRIP);
927 glBegin(GL_TRIANGLE_FAN);
934 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
935 glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
936 glVertex3fv(&aliasvert[order[2] * 3]);
946 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
947 glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
948 glVertex3fv(&aliasvert[order[2] * 3]);
959 glDisable (GL_TEXTURE_2D);
960 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
962 glDepthMask(0); // disable zbuffer updates
965 VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
966 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
969 if (gl_vertexarrays.value)
971 // LordHavoc: big mess...
972 // using arrays only slightly, although it is enough to prevent duplicates
973 // (saving half the transforms)
974 //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
975 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
976 glEnableClientState(GL_VERTEX_ARRAY);
978 order = (int *)((int)pheader + pheader->ofs_glcmds);
981 if (!(count = *order++))
984 glBegin(GL_TRIANGLE_STRIP);
987 glBegin(GL_TRIANGLE_FAN);
992 qglArrayElement(order[2]);
998 glDisableClientState(GL_VERTEX_ARRAY);
1002 order = (int *)((int)pheader + pheader->ofs_glcmds);
1005 if (!(count = *order++))
1008 glBegin(GL_TRIANGLE_STRIP);
1011 glBegin(GL_TRIANGLE_FAN);
1016 glVertex3fv(&aliasvert[order[2] * 3]);
1023 glEnable (GL_TEXTURE_2D);
1028 if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
1031 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
1033 for (i = 0;i < pheader->num_xyz;i++, av+=3)
1036 glDisable (GL_TEXTURE_2D);
1037 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1038 glEnable (GL_BLEND);
1039 glDepthMask(0); // disable zbuffer updates
1040 glColor4f (0,0,0,0.5 * modelalpha);
1042 if (gl_vertexarrays.value)
1044 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
1045 glEnableClientState(GL_VERTEX_ARRAY);
1049 if (!(count = *order++))
1052 glBegin(GL_TRIANGLE_STRIP);
1055 glBegin(GL_TRIANGLE_FAN);
1060 qglArrayElement(order[2]);
1066 glDisableClientState(GL_VERTEX_ARRAY);
1072 if (!(count = *order++))
1075 glBegin(GL_TRIANGLE_STRIP);
1078 glBegin(GL_TRIANGLE_FAN);
1083 glVertex3fv(&aliasvert[order[2] * 3]);
1090 glEnable (GL_TEXTURE_2D);
1095 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1096 glEnable (GL_BLEND);
1106 void R_DrawAliasModel (entity_t *e, int cull)
1111 aliashdr_t *paliashdr;
1115 if (modelalpha < (1.0 / 64.0))
1116 return; // basically completely transparent
1118 clmodel = currententity->model;
1120 VectorAdd (currententity->origin, clmodel->mins, mins);
1121 VectorAdd (currententity->origin, clmodel->maxs, maxs);
1123 if (cull && R_CullBox (mins, maxs))
1126 VectorCopy (currententity->origin, r_entorigin);
1127 VectorSubtract (r_origin, r_entorigin, modelorg);
1129 // get lighting information
1131 if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
1133 shadecolor[0] = currententity->colormod[0] * 256;
1134 shadecolor[1] = currententity->colormod[1] * 256;
1135 shadecolor[2] = currententity->colormod[2] * 256;
1139 R_LightPoint (shadecolor, currententity->origin);
1141 // HACK HACK HACK -- no fullbright colors, so make torches full light
1142 if (!strcmp (currententity->model->name, "progs/flame2.mdl") || !strcmp (currententity->model->name, "progs/flame.mdl") )
1143 shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
1145 shadecolor[0] *= currententity->colormod[0];
1146 shadecolor[1] *= currententity->colormod[1];
1147 shadecolor[2] *= currententity->colormod[2];
1150 // locate the proper data
1151 if (clmodel->aliastype == ALIASTYPE_MD2)
1153 pheader = (void *)Mod_Extradata (currententity->model);
1154 c_alias_polys += pheader->num_tris;
1158 paliashdr = (void *)Mod_Extradata (currententity->model);
1159 c_alias_polys += paliashdr->numtris;
1162 // draw all the triangles
1164 if (clmodel->aliastype == ALIASTYPE_MD2)
1166 if (currententity->skinnum < 0 || currententity->skinnum >= pheader->num_skins)
1168 currententity->skinnum = 0;
1169 Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
1171 glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
1175 if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
1177 currententity->skinnum = 0;
1178 Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
1180 anim = (int)(cl.time*10) & 3;
1181 glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
1183 glDisable(GL_ALPHA_TEST);
1184 glEnable (GL_TEXTURE_2D);
1186 // we can't dynamically colormap textures, so they are cached
1187 // seperately for the players. Heads are just uncolored.
1188 if (currententity->colormap != vid.colormap/* && !gl_nocolors.value*/)
1190 i = currententity - cl_entities;
1191 if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
1192 glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
1195 // if (gl_affinemodels.value)
1196 // glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1197 if (clmodel->aliastype == ALIASTYPE_MD2)
1198 R_DrawQ2AliasFrame (pheader);
1200 R_DrawAliasFrame (paliashdr);
1202 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1205 //==================================================================================
1207 void R_DrawBrushModel (entity_t *e);
1211 R_DrawEntitiesOnList
1214 // LordHavoc: split so bmodels are rendered before any other objects
1215 void R_DrawEntitiesOnList1 (void)
1219 if (!r_drawentities.value)
1222 for (i=0 ; i<cl_numvisedicts ; i++)
1224 if (cl_visedicts[i]->model->type != mod_brush)
1226 currententity = cl_visedicts[i];
1227 modelalpha = currententity->alpha;
1229 R_DrawBrushModel (currententity);
1233 void R_DrawEntitiesOnList2 (void)
1237 if (!r_drawentities.value)
1240 for (i=0 ; i<cl_numvisedicts ; i++)
1242 currententity = cl_visedicts[i];
1243 modelalpha = currententity->alpha;
1245 switch (currententity->model->type)
1248 R_DrawAliasModel (currententity, true);
1252 R_DrawSpriteModel (currententity);
1266 void R_DrawViewModel (void)
1268 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
1271 currententity = &cl.viewent;
1272 currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
1273 currententity->effects = cl_entities[cl.viewentity].effects;
1274 currententity->scale = 1;
1275 VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
1277 // hack the depth range to prevent view model from poking into walls
1278 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
1279 R_DrawAliasModel (currententity, FALSE);
1280 glDepthRange (gldepthmin, gldepthmax);
1283 void R_DrawBrushModel (entity_t *e);
1285 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
1287 void R_SetFrustum (void)
1291 if (r_refdef.fov_x == 90)
1293 // front side is visible
1295 VectorAdd (vpn, vright, frustum[0].normal);
1296 VectorSubtract (vpn, vright, frustum[1].normal);
1298 VectorAdd (vpn, vup, frustum[2].normal);
1299 VectorSubtract (vpn, vup, frustum[3].normal);
1303 // rotate VPN right by FOV_X/2 degrees
1304 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
1305 // rotate VPN left by FOV_X/2 degrees
1306 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
1307 // rotate VPN up by FOV_X/2 degrees
1308 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
1309 // rotate VPN down by FOV_X/2 degrees
1310 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
1313 for (i=0 ; i<4 ; i++)
1315 frustum[i].type = PLANE_ANYZ;
1316 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
1317 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
1318 BoxOnPlaneSideClassify(&frustum[i]);
1322 void R_AnimateLight (void);
1323 void V_CalcBlend (void);
1330 void R_SetupFrame (void)
1332 // don't allow cheats in multiplayer
1333 if (cl.maxclients > 1)
1334 Cvar_Set ("r_fullbright", "0");
1340 // build the transformation matrix for the given view angles
1341 VectorCopy (r_refdef.vieworg, r_origin);
1343 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
1346 r_oldviewleaf = r_viewleaf;
1347 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
1349 V_SetContentsColor (r_viewleaf->contents);
1352 r_cache_thrash = false;
1360 void MYgluPerspective( GLdouble fovy, GLdouble aspect,
1361 GLdouble zNear, GLdouble zFar )
1363 GLdouble xmin, xmax, ymin, ymax;
1365 ymax = zNear * tan( fovy * M_PI / 360.0 );
1368 xmin = ymin * aspect;
1369 xmax = ymax * aspect;
1371 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
1375 extern char skyname[];
1382 void R_SetupGL (void)
1385 extern int glwidth, glheight;
1386 int x, x2, y2, y, w, h;
1391 glMatrixMode(GL_PROJECTION);
1393 x = r_refdef.vrect.x * glwidth/vid.width;
1394 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
1395 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
1396 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
1398 // fudge around because of frac screen scale
1417 glViewport (glx + x, gly + y2, w, h);
1418 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
1419 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
1420 // if (skyname[0]) // skybox enabled?
1421 // MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
1423 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 6144);
1425 glCullFace(GL_FRONT);
1427 glMatrixMode(GL_MODELVIEW);
1430 glRotatef (-90, 1, 0, 0); // put Z going up
1431 glRotatef (90, 0, 0, 1); // put Z going up
1432 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
1433 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
1434 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
1435 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
1437 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
1440 // set drawing parms
1442 // if (gl_cull.value)
1443 glEnable(GL_CULL_FACE);
1445 // glDisable(GL_CULL_FACE);
1447 glEnable(GL_BLEND); // was Disable
1448 glDisable(GL_ALPHA_TEST);
1449 glAlphaFunc(GL_GREATER, 0.5);
1450 glEnable(GL_DEPTH_TEST);
1452 glShadeModel(GL_SMOOTH);
1455 void R_DrawWorld (void);
1456 //void R_RenderDlights (void);
1457 void R_DrawParticles (void);
1466 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
1469 glDepthFunc (GL_LEQUAL);
1471 glDepthRange (gldepthmin, gldepthmax);
1474 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
1477 glMatrixMode(GL_PROJECTION);
1479 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
1480 glMatrixMode(GL_MODELVIEW);
1482 glDisable (GL_DEPTH_TEST);
1483 glDisable (GL_CULL_FACE);
1484 glDisable(GL_TEXTURE_2D);
1486 glBlendFunc (GL_DST_COLOR, GL_ONE);
1487 glBegin (GL_TRIANGLES);
1488 glColor3f (1, 1, 1);
1489 glVertex2f (-5000, -5000);
1490 glVertex2f (10000, -5000);
1491 glVertex2f (-5000, 10000);
1493 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1494 glDisable(GL_BLEND);
1495 glEnable(GL_TEXTURE_2D);
1496 glEnable (GL_DEPTH_TEST);
1497 glEnable (GL_CULL_FACE);
1500 extern cvar_t contrast;
1501 extern cvar_t brightness;
1502 extern cvar_t gl_lightmode;
1506 glMatrixMode(GL_PROJECTION);
1508 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
1509 glMatrixMode(GL_MODELVIEW);
1511 glDisable (GL_DEPTH_TEST);
1512 glDisable (GL_CULL_FACE);
1513 glDisable(GL_TEXTURE_2D);
1517 glBlendFunc (GL_DST_COLOR, GL_ONE);
1518 glBegin (GL_TRIANGLES);
1519 glColor3f (1, 1, 1);
1520 glVertex2f (-5000, -5000);
1521 glVertex2f (10000, -5000);
1522 glVertex2f (-5000, 10000);
1525 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1526 contrast.value = bound(0.2, contrast.value, 1.0);
1527 if (/*gl_polyblend.value && */v_blend[3])
1529 glBegin (GL_TRIANGLES);
1530 glColor4fv (v_blend);
1531 glVertex2f (-5000, -5000);
1532 glVertex2f (10000, -5000);
1533 glVertex2f (-5000, 10000);
1537 glEnable (GL_CULL_FACE);
1538 glEnable (GL_DEPTH_TEST);
1539 glDisable(GL_BLEND);
1540 glEnable(GL_TEXTURE_2D);
1543 #define TIMEREPORT(DESC) \
1544 if (r_speeds2.value)\
1546 temptime = -currtime;\
1547 currtime = Sys_FloatTime();\
1548 temptime += currtime;\
1549 Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
1556 r_refdef must be set before the first call
1559 void R_RenderView (void)
1561 double currtime, temptime;
1562 // if (r_norefresh.value)
1565 if (!r_worldentity.model || !cl.worldmodel)
1566 Sys_Error ("R_RenderView: NULL worldmodel");
1568 lighthalf = gl_lightmode.value;
1574 if (r_speeds2.value)
1576 currtime = Sys_FloatTime();
1577 Con_Printf("render time: ");
1580 TIMEREPORT("R_Clear")
1582 // render normal view
1585 TIMEREPORT("R_SetupFrame")
1587 TIMEREPORT("R_SetFrustum")
1589 TIMEREPORT("R_SetupGL")
1590 R_MarkLeaves (); // done here so we know if we're in water
1591 TIMEREPORT("R_MarkLeaves")
1592 R_DrawWorld (); // adds static entities to the list
1593 TIMEREPORT("R_DrawWorld")
1594 S_ExtraUpdate (); // don't let sound get messed up if going slow
1595 TIMEREPORT("S_ExtraUpdate")
1596 R_DrawEntitiesOnList1 (); // BSP models
1597 TIMEREPORT("R_DrawEntitiesOnList1")
1599 TIMEREPORT("wallpolyrender")
1600 R_DrawEntitiesOnList2 (); // other models
1601 TIMEREPORT("R_DrawEntitiesOnList2")
1602 // R_RenderDlights ();
1604 TIMEREPORT("R_DrawViewModel")
1606 TIMEREPORT("R_DrawParticles")
1608 TIMEREPORT("transpolyrender")
1612 TIMEREPORT("GL_BlendView")
1613 if (r_speeds2.value)