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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23
24 // used for dlight push checking and other things
25 int r_framecount;
26
27 mplane_t frustum[4];
28
29 matrix4x4_t r_identitymatrix;
30
31 int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
32
33 // true during envmap command capture
34 qboolean envmap;
35
36 float r_farclip;
37
38 // view origin
39 vec3_t r_origin;
40 vec3_t vpn;
41 vec3_t vright;
42 vec3_t vup;
43
44 //
45 // screen size info
46 //
47 refdef_t r_refdef;
48
49 // 8.8 fraction of base light value
50 unsigned short d_lightstylevalue[256];
51
52 cvar_t r_drawentities = {0, "r_drawentities","1"};
53 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
54 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"};
55 cvar_t r_speeds = {0, "r_speeds","0"};
56 cvar_t r_fullbright = {0, "r_fullbright","0"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
60
61 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
62 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
63 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
64 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
65 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
66 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
67 cvar_t gl_fogend = {0, "gl_fogend","0"};
68
69 cvar_t r_textureunits = {0, "r_textureunits", "32"};
70
71 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
72 {
73         int i;
74         for (i = 0;i < verts;i++)
75         {
76                 out[0] = in[0] * r;
77                 out[1] = in[1] * g;
78                 out[2] = in[2] * b;
79                 out[3] = in[3];
80                 in += 4;
81                 out += 4;
82         }
83 }
84
85 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
86 {
87         int i;
88         for (i = 0;i < verts;i++)
89         {
90                 out[0] = r;
91                 out[1] = g;
92                 out[2] = b;
93                 out[3] = a;
94                 out += 4;
95         }
96 }
97
98 /*
99 ====================
100 R_TimeRefresh_f
101
102 For program optimization
103 ====================
104 */
105 qboolean intimerefresh = 0;
106 static void R_TimeRefresh_f (void)
107 {
108         int i;
109         float start, stop, time;
110
111         intimerefresh = 1;
112         start = Sys_DoubleTime ();
113         for (i = 0;i < 128;i++)
114         {
115                 r_refdef.viewangles[0] = 0;
116                 r_refdef.viewangles[1] = i/128.0*360.0;
117                 r_refdef.viewangles[2] = 0;
118                 CL_UpdateScreen();
119         }
120
121         stop = Sys_DoubleTime ();
122         intimerefresh = 0;
123         time = stop-start;
124         Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
125 }
126
127 vec3_t fogcolor;
128 vec_t fogdensity;
129 float fog_density, fog_red, fog_green, fog_blue;
130 qboolean fogenabled;
131 qboolean oldgl_fogenable;
132 void R_SetupFog(void)
133 {
134         if (gamemode == GAME_NEHAHRA)
135         {
136                 if (gl_fogenable.integer)
137                 {
138                         oldgl_fogenable = true;
139                         fog_density = gl_fogdensity.value;
140                         fog_red = gl_fogred.value;
141                         fog_green = gl_foggreen.value;
142                         fog_blue = gl_fogblue.value;
143                 }
144                 else if (oldgl_fogenable)
145                 {
146                         oldgl_fogenable = false;
147                         fog_density = 0;
148                         fog_red = 0;
149                         fog_green = 0;
150                         fog_blue = 0;
151                 }
152         }
153         if (fog_density)
154         {
155                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
156                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
157                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
158         }
159         if (fog_density)
160         {
161                 fogenabled = true;
162                 fogdensity = -4000.0f / (fog_density * fog_density);
163                 // fog color was already set
164         }
165         else
166                 fogenabled = false;
167 }
168
169 // FIXME: move this to client?
170 void FOG_clear(void)
171 {
172         if (gamemode == GAME_NEHAHRA)
173         {
174                 Cvar_Set("gl_fogenable", "0");
175                 Cvar_Set("gl_fogdensity", "0.2");
176                 Cvar_Set("gl_fogred", "0.3");
177                 Cvar_Set("gl_foggreen", "0.3");
178                 Cvar_Set("gl_fogblue", "0.3");
179         }
180         fog_density = fog_red = fog_green = fog_blue = 0.0f;
181 }
182
183 // FIXME: move this to client?
184 void FOG_registercvars(void)
185 {
186         if (gamemode == GAME_NEHAHRA)
187         {
188                 Cvar_RegisterVariable (&gl_fogenable);
189                 Cvar_RegisterVariable (&gl_fogdensity);
190                 Cvar_RegisterVariable (&gl_fogred);
191                 Cvar_RegisterVariable (&gl_foggreen);
192                 Cvar_RegisterVariable (&gl_fogblue);
193                 Cvar_RegisterVariable (&gl_fogstart);
194                 Cvar_RegisterVariable (&gl_fogend);
195         }
196 }
197
198 void gl_main_start(void)
199 {
200 }
201
202 void gl_main_shutdown(void)
203 {
204 }
205
206 extern void CL_ParseEntityLump(char *entitystring);
207 void gl_main_newmap(void)
208 {
209         if (cl.worldmodel && cl.worldmodel->entities)
210                 CL_ParseEntityLump(cl.worldmodel->entities);
211         r_framecount = 1;
212 }
213
214 void GL_Main_Init(void)
215 {
216         Matrix4x4_CreateIdentity(&r_identitymatrix);
217 // FIXME: move this to client?
218         FOG_registercvars();
219         Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
220         Cvar_RegisterVariable (&r_drawentities);
221         Cvar_RegisterVariable (&r_drawviewmodel);
222         Cvar_RegisterVariable (&r_shadows);
223         Cvar_RegisterVariable (&r_speeds);
224         Cvar_RegisterVariable (&r_fullbrights);
225         Cvar_RegisterVariable (&r_wateralpha);
226         Cvar_RegisterVariable (&r_dynamic);
227         Cvar_RegisterVariable (&r_fullbright);
228         Cvar_RegisterVariable (&r_textureunits);
229         if (gamemode == GAME_NEHAHRA)
230                 Cvar_SetValue("r_fullbrights", 0);
231         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
232 }
233
234 vec3_t r_farclip_origin;
235 vec3_t r_farclip_direction;
236 vec_t r_farclip_directiondist;
237 vec_t r_farclip_meshfarclip;
238 int r_farclip_directionbit0;
239 int r_farclip_directionbit1;
240 int r_farclip_directionbit2;
241
242 // start a farclip measuring session
243 void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
244 {
245         VectorCopy(origin, r_farclip_origin);
246         VectorCopy(direction, r_farclip_direction);
247         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
248         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
249         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
250         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
251         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
252 }
253
254 // enlarge farclip to accomodate box
255 void R_FarClip_Box(vec3_t mins, vec3_t maxs)
256 {
257         float d;
258         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
259           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
260           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
261         if (r_farclip_meshfarclip < d)
262                 r_farclip_meshfarclip = d;
263 }
264
265 // return farclip value
266 float R_FarClip_Finish(void)
267 {
268         return r_farclip_meshfarclip - r_farclip_directiondist;
269 }
270
271 /*
272 ===============
273 R_NewMap
274 ===============
275 */
276 void R_NewMap (void)
277 {
278         R_Modules_NewMap();
279 }
280
281 extern void R_Textures_Init(void);
282 extern void Mod_RenderInit(void);
283 extern void GL_Draw_Init(void);
284 extern void GL_Main_Init(void);
285 extern void R_Shadow_Init(void);
286 extern void GL_Models_Init(void);
287 extern void R_Sky_Init(void);
288 extern void GL_Surf_Init(void);
289 extern void R_Crosshairs_Init(void);
290 extern void R_Light_Init(void);
291 extern void R_Particles_Init(void);
292 extern void R_Explosion_Init(void);
293 extern void ui_init(void);
294 extern void gl_backend_init(void);
295 extern void Sbar_Init(void);
296
297 void Render_Init(void)
298 {
299         R_Textures_Init();
300         Mod_RenderInit();
301         gl_backend_init();
302         R_MeshQueue_Init();
303         GL_Draw_Init();
304         GL_Main_Init();
305         R_Shadow_Init();
306         GL_Models_Init();
307         R_Sky_Init();
308         GL_Surf_Init();
309         R_Crosshairs_Init();
310         R_Light_Init();
311         R_Particles_Init();
312         R_Explosion_Init();
313         ui_init();
314         Sbar_Init();
315 }
316
317 /*
318 ===============
319 GL_Init
320 ===============
321 */
322 extern char *ENGINE_EXTENSIONS;
323 void GL_Init (void)
324 {
325         VID_CheckExtensions();
326
327         // LordHavoc: report supported extensions
328         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
329 }
330
331 int R_CullBox(const vec3_t emins, const vec3_t emaxs)
332 {
333         int i;
334         mplane_t *p;
335         for (i = 0;i < 4;i++)
336         {
337                 p = frustum + i;
338                 switch(p->signbits)
339                 {
340                 default:
341                 case 0:
342                         if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
343                                 return true;
344                         break;
345                 case 1:
346                         if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
347                                 return true;
348                         break;
349                 case 2:
350                         if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
351                                 return true;
352                         break;
353                 case 3:
354                         if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
355                                 return true;
356                         break;
357                 case 4:
358                         if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
359                                 return true;
360                         break;
361                 case 5:
362                         if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
363                                 return true;
364                         break;
365                 case 6:
366                         if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
367                                 return true;
368                         break;
369                 case 7:
370                         if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
371                                 return true;
372                         break;
373                 }
374         }
375         return false;
376 }
377
378 int R_NotCulledBox(const vec3_t emins, const vec3_t emaxs)
379 {
380         int i;
381         mplane_t *p;
382         for (i = 0;i < 4;i++)
383         {
384                 p = frustum + i;
385                 switch(p->signbits)
386                 {
387                 default:
388                 case 0:
389                         if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
390                                 return false;
391                         break;
392                 case 1:
393                         if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
394                                 return false;
395                         break;
396                 case 2:
397                         if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
398                                 return false;
399                         break;
400                 case 3:
401                         if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
402                                 return false;
403                         break;
404                 case 4:
405                         if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
406                                 return false;
407                         break;
408                 case 5:
409                         if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
410                                 return false;
411                         break;
412                 case 6:
413                         if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
414                                 return false;
415                         break;
416                 case 7:
417                         if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
418                                 return false;
419                         break;
420                 }
421         }
422         return true;
423 }
424
425
426 //==================================================================================
427
428 static void R_MarkEntities (void)
429 {
430         int i;
431         vec3_t v;
432         entity_render_t *ent;
433
434         ent = &cl_entities[0].render;
435         Matrix4x4_CreateIdentity(&ent->matrix);
436         Matrix4x4_CreateIdentity(&ent->inversematrix);
437
438         if (cl.worldmodel)
439                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
440
441         if (!r_drawentities.integer)
442                 return;
443
444         for (i = 0;i < r_refdef.numentities;i++)
445         {
446                 ent = r_refdef.entities[i];
447                 Mod_CheckLoaded(ent->model);
448
449                 // move view-relative models to where they should be
450                 if (ent->flags & RENDER_VIEWMODEL)
451                 {
452                         // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
453                         ent->flags -= RENDER_VIEWMODEL;
454                         // transform origin
455                         VectorCopy(ent->origin, v);
456                         ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
457                         ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
458                         ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
459                         // adjust angles
460                         VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
461                 }
462
463                 VectorCopy(ent->angles, v);
464                 if (!ent->model || ent->model->type != mod_brush)
465                         v[0] = -v[0];
466                 Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
467                 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
468                 R_LerpAnimation(ent);
469                 R_UpdateEntLights(ent);
470                 if (R_NotCulledBox(ent->mins, ent->maxs))
471                 {
472                         ent->visframe = r_framecount;
473                         R_FarClip_Box(ent->mins, ent->maxs);
474                 }
475         }
476 }
477
478 // only used if skyrendermasked, and normally returns false
479 int R_DrawBrushModelsSky (void)
480 {
481         int i, sky;
482         entity_render_t *ent;
483
484         if (!r_drawentities.integer)
485                 return false;
486
487         sky = false;
488         for (i = 0;i < r_refdef.numentities;i++)
489         {
490                 ent = r_refdef.entities[i];
491                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
492                 {
493                         ent->model->DrawSky(ent);
494                         sky = true;
495                 }
496         }
497         return sky;
498 }
499
500 /*
501 =============
502 R_DrawViewModel
503 =============
504 */
505 void R_DrawViewModel (void)
506 {
507         entity_render_t *ent;
508
509         // FIXME: move these checks to client
510         if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
511                 return;
512
513         ent = &cl.viewent.render;
514         Mod_CheckLoaded(ent->model);
515         R_LerpAnimation(ent);
516         Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
517         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
518         R_UpdateEntLights(ent);
519         ent->model->Draw(ent);
520 }
521
522 void R_DrawNoModel(entity_render_t *ent);
523 void R_DrawModels (void)
524 {
525         int i;
526         entity_render_t *ent;
527
528         if (!r_drawentities.integer)
529                 return;
530
531         R_DrawViewModel();
532         for (i = 0;i < r_refdef.numentities;i++)
533         {
534                 ent = r_refdef.entities[i];
535                 if (ent->visframe == r_framecount)
536                 {
537                         if (ent->model)
538                         {
539                                 if (ent->model->Draw)
540                                         ent->model->Draw(ent);
541                         }
542                         else
543                                 R_DrawNoModel(ent);
544                 }
545         }
546 }
547
548 void R_DrawFakeShadows (void)
549 {
550         int i;
551         entity_render_t *ent;
552
553         ent = &cl_entities[0].render;
554         if (ent->model && ent->model->DrawFakeShadow)
555                 ent->model->DrawFakeShadow(ent);
556
557         if (!r_drawentities.integer)
558                 return;
559         for (i = 0;i < r_refdef.numentities;i++)
560         {
561                 ent = r_refdef.entities[i];
562                 if (ent->model && ent->model->DrawFakeShadow)
563                         ent->model->DrawFakeShadow(ent);
564         }
565 }
566
567 void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float lightradius, int visiblevolume)
568 {
569         int i;
570         vec3_t p, p2, temp, relativelightorigin;
571         float dist, projectdistance;
572         // rough checks
573         if (ent->model && ent->model->DrawShadowVolume)
574         {
575                 temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
576                 temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
577                 temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
578                 dist = DotProduct(temp, temp);
579                 if (dist < lightradius * lightradius)
580                 {
581                         projectdistance = lightradius - sqrt(dist);
582                         {
583 #if 0
584                         int d0, d1, d2, d3;
585                         // calculate projected bounding box and decide if it is on-screen
586                         d0 = false;
587                         d1 = false;
588                         d2 = false;
589                         d3 = false;
590                         for (i = 0;i < 8;i++)
591                         {
592                                 p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
593                                 p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
594                                 p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
595                                 VectorSubtract(p, lightorigin, temp);
596                                 dist = projectdistance / sqrt(DotProduct(temp, temp));
597                                 VectorMA(p, dist, temp, p2);
598                                 if (!d0 && (DotProduct(p , frustum[0].normal) < frustum[0].dist || DotProduct(p2, frustum[0].normal) < frustum[0].dist))
599                                         d0 = true;
600                                 if (!d1 && (DotProduct(p , frustum[1].normal) < frustum[1].dist || DotProduct(p2, frustum[1].normal) < frustum[1].dist))
601                                         d1 = true;
602                                 if (!d2 && (DotProduct(p , frustum[2].normal) < frustum[2].dist || DotProduct(p2, frustum[2].normal) < frustum[2].dist))
603                                         d2 = true;
604                                 if (!d3 && (DotProduct(p , frustum[3].normal) < frustum[3].dist || DotProduct(p2, frustum[3].normal) < frustum[3].dist))
605                                         d3 = true;
606                         }
607                         if (d0 && d1 && d2 && d3)
608 #else
609                         vec3_t mins, maxs;
610                         // calculate projected bounding box and decide if it is on-screen
611                         VectorCopy(ent->mins, mins);
612                         VectorCopy(ent->maxs, maxs);
613                         for (i = 0;i < 8;i++)
614                         {
615                                 p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
616                                 p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
617                                 p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
618                                 VectorSubtract(p, lightorigin, temp);
619                                 dist = projectdistance / sqrt(DotProduct(temp, temp));
620                                 VectorMA(p, dist, temp, p2);
621                                 if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
622                                 if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
623                                 if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
624                         }
625                         if (R_NotCulledBox(mins, maxs))
626 #endif
627                         {
628                                 Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
629                                 R_Mesh_Matrix(&ent->matrix);
630                                 ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius, visiblevolume);
631                         }
632                         }
633                 }
634         }
635 }
636
637 void R_DrawWorldLightShadowVolume(mlight_t *sl)
638 {
639         shadowmesh_t *mesh;
640         R_Mesh_Matrix(&cl_entities[0].render.matrix);
641         for (mesh = sl->shadowvolume;mesh;mesh = mesh->next)
642         {
643                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
644                 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->elements);
645         }
646 }
647
648 void R_DrawShadowVolumes (void)
649 {
650         int i, lnum;
651         entity_render_t *ent;
652         vec3_t mins, maxs;//, relativelightorigin;
653         mlight_t *sl;
654         rdlight_t *rd;
655         rmeshstate_t m;
656
657         for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
658         {
659                 if (d_lightstylevalue[sl->style] <= 0)
660                         continue;
661                 mins[0] = sl->origin[0] - sl->cullradius;
662                 maxs[0] = sl->origin[0] + sl->cullradius;
663                 mins[1] = sl->origin[1] - sl->cullradius;
664                 maxs[1] = sl->origin[1] + sl->cullradius;
665                 mins[2] = sl->origin[2] - sl->cullradius;
666                 maxs[2] = sl->origin[2] + sl->cullradius;
667                 if (R_CullBox(mins, maxs))
668                         continue;
669                 memset(&m, 0, sizeof(m));
670                 m.blendfunc1 = GL_ONE;
671                 m.blendfunc2 = GL_ONE;
672                 R_Mesh_State(&m);
673                 GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
674                 if (sl->shadowvolume)
675                         R_DrawWorldLightShadowVolume(sl);
676                 else
677                 {
678                         ent = &cl_entities[0].render;
679                         R_TestAndDrawShadowVolume(ent, sl->origin, sl->cullradius, true);
680                 }
681                 /*
682                 ent = &cl_entities[0].render;
683                 if (ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
684                 {
685                         Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
686                         R_Mesh_Matrix(&ent->matrix);
687                         ent->model->DrawShadowVolume (ent, relativelightorigin, sl->cullradius, true);
688                 }
689                 */
690                 if (r_drawentities.integer)
691                 {
692                         for (i = 0;i < r_refdef.numentities;i++)
693                         {
694                                 ent = r_refdef.entities[i];
695                                 /*
696                                 if (ent->mins[0] <= sl->maxs[0]
697                                  && ent->maxs[0] >= sl->mins[0]
698                                  && ent->mins[1] <= sl->maxs[1]
699                                  && ent->maxs[1] >= sl->mins[1]
700                                  && ent->mins[2] <= sl->maxs[2]
701                                  && ent->maxs[2] >= sl->mins[2])
702                                 */
703                                         R_TestAndDrawShadowVolume(ent, sl->origin, sl->cullradius, true);
704                                 /*
705                                 ent = r_refdef.entities[i];
706                                 if (ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
707                                 {
708                                         Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
709                                         R_Mesh_Matrix(&ent->matrix);
710                                         ent->model->DrawShadowVolume (ent, relativelightorigin, sl->cullradius, true);
711                                 }
712                                 */
713                         }
714                 }
715         }
716
717         for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
718         {
719                 mins[0] = rd->origin[0] - rd->cullradius;
720                 maxs[0] = rd->origin[0] + rd->cullradius;
721                 mins[1] = rd->origin[1] - rd->cullradius;
722                 maxs[1] = rd->origin[1] + rd->cullradius;
723                 mins[2] = rd->origin[2] - rd->cullradius;
724                 maxs[2] = rd->origin[2] + rd->cullradius;
725                 if (R_CullBox(mins, maxs))
726                         continue;
727                 memset(&m, 0, sizeof(m));
728                 m.blendfunc1 = GL_ONE;
729                 m.blendfunc2 = GL_ONE;
730                 R_Mesh_State(&m);
731                 GL_Color(0.1 * r_colorscale, 0.0125 * r_colorscale, 0.0 * r_colorscale, 1);
732                 ent = &cl_entities[0].render;
733                 if (ent != rd->ent)
734                         R_TestAndDrawShadowVolume(ent, rd->origin, rd->cullradius, true);
735                 /*
736                 ent = &cl_entities[0].render;
737                 if (ent != rd->ent && ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
738                 {
739                         Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
740                         R_Mesh_Matrix(&ent->matrix);
741                         ent->model->DrawShadowVolume (ent, relativelightorigin, rd->cullradius, true);
742                 }
743                 */
744                 if (r_drawentities.integer)
745                 {
746                         for (i = 0;i < r_refdef.numentities;i++)
747                         {
748                                 ent = r_refdef.entities[i];
749                                 if (ent != rd->ent)
750                                         R_TestAndDrawShadowVolume(ent, rd->origin, rd->cullradius, true);
751                                 /*
752                                 ent = r_refdef.entities[i];
753                                 if (ent != rd->ent && ent->model && ent->model->DrawShadowVolume && ent->maxs[0] >= mins[0] && ent->mins[0] <= maxs[0] && ent->maxs[1] >= mins[1] && ent->mins[1] <= maxs[1] && ent->maxs[2] >= mins[2] && ent->mins[2] <= maxs[2])
754                                 {
755                                         Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
756                                         R_Mesh_Matrix(&ent->matrix);
757                                         ent->model->DrawShadowVolume (ent, relativelightorigin, rd->cullradius, true);
758                                 }
759                                 */
760                         }
761                 }
762         }
763 }
764
765 static void R_SetFrustum (void)
766 {
767         int i;
768
769         // LordHavoc: note to all quake engine coders, the special case for 90
770         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
771         // disabled as well.
772         // rotate VPN right by FOV_X/2 degrees
773         RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
774         // rotate VPN left by FOV_X/2 degrees
775         RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
776         // rotate VPN up by FOV_X/2 degrees
777         RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
778         // rotate VPN down by FOV_X/2 degrees
779         RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
780
781         for (i = 0;i < 4;i++)
782         {
783                 frustum[i].type = PLANE_ANYZ;
784                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
785                 PlaneClassify(&frustum[i]);
786         }
787 }
788
789 /*
790 ===============
791 R_SetupFrame
792 ===============
793 */
794 static void R_SetupFrame (void)
795 {
796 // don't allow cheats in multiplayer
797         if (cl.maxclients > 1)
798         {
799                 if (r_fullbright.integer != 0)
800                         Cvar_Set ("r_fullbright", "0");
801                 if (r_ambient.value != 0)
802                         Cvar_Set ("r_ambient", "0");
803         }
804
805         r_framecount++;
806
807 // build the transformation matrix for the given view angles
808         VectorCopy (r_refdef.vieworg, r_origin);
809
810         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
811
812         R_AnimateLight ();
813 }
814
815
816 static void R_BlendView(void)
817 {
818         rmeshstate_t m;
819         float r;
820
821         if (r_refdef.viewblend[3] < 0.01f)
822                 return;
823
824         memset(&m, 0, sizeof(m));
825         m.blendfunc1 = GL_SRC_ALPHA;
826         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
827         m.depthdisable = true; // magic
828         R_Mesh_Matrix(&r_identitymatrix);
829         R_Mesh_State(&m);
830
831         r = 64000;
832         varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
833         varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
834         varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
835         r *= 3;
836         varray_vertex[4] = varray_vertex[0] + vup[0] * r;
837         varray_vertex[5] = varray_vertex[1] + vup[1] * r;
838         varray_vertex[6] = varray_vertex[2] + vup[2] * r;
839         varray_vertex[8] = varray_vertex[0] + vright[0] * r;
840         varray_vertex[9] = varray_vertex[1] + vright[1] * r;
841         varray_vertex[10] = varray_vertex[2] + vright[2] * r;
842         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
843         R_Mesh_Draw(3, 1, polygonelements);
844 }
845
846 /*
847 ================
848 R_RenderView
849
850 r_refdef must be set before the first call
851 ================
852 */
853 void R_RenderView (void)
854 {
855         entity_render_t *world;
856         if (!r_refdef.entities/* || !cl.worldmodel*/)
857                 return; //Host_Error ("R_RenderView: NULL worldmodel");
858
859         world = &cl_entities[0].render;
860
861         // FIXME: move to client
862         R_MoveExplosions();
863         R_TimeReport("mexplosion");
864
865         R_Textures_Frame();
866         R_SetupFrame();
867         R_SetFrustum();
868         R_SetupFog();
869         R_SkyStartFrame();
870         R_BuildLightList();
871         R_TimeReport("setup");
872
873         R_FarClip_Start(r_origin, vpn, 768.0f);
874         R_MarkEntities();
875         r_farclip = R_FarClip_Finish() + 256.0f;
876         R_TimeReport("markentity");
877
878         GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
879         GL_SetupView_Mode_Perspective((double) r_refdef.height / r_refdef.width, r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
880         GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
881         qglDepthFunc(GL_LEQUAL);
882         
883         R_Mesh_Start();
884         R_MeshQueue_BeginScene();
885
886         if (R_DrawBrushModelsSky())
887                 R_TimeReport("bmodelsky");
888
889         // must occur early because it can draw sky
890         R_DrawWorld(world);
891         R_TimeReport("world");
892
893         // don't let sound skip if going slow
894         if (!intimerefresh && !r_speeds.integer)
895                 S_ExtraUpdate ();
896
897         R_DrawModels();
898         R_TimeReport("models");
899
900         R_DrawParticles();
901         R_TimeReport("particles");
902
903         R_DrawExplosions();
904         R_TimeReport("explosions");
905
906         R_MeshQueue_RenderTransparent();
907         R_TimeReport("drawtrans");
908
909         R_DrawCoronas();
910         R_TimeReport("coronas");
911
912         R_DrawWorldCrosshair();
913         R_TimeReport("crosshair");
914
915         R_BlendView();
916         R_TimeReport("blendview");
917
918         R_MeshQueue_Render();
919         R_MeshQueue_EndScene();
920         if (r_shadows.integer == 1)
921         {
922                 R_DrawFakeShadows();
923                 R_TimeReport("fakeshadows");
924         }
925         if (r_shadows.integer == 2)
926         {
927                 R_DrawShadowVolumes();
928                 R_TimeReport("shadowvolumes");
929         }
930         R_Mesh_Finish();
931         R_TimeReport("meshfinish");
932 }
933
934 /*
935 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
936 {
937         int i;
938         float *v, *c, f1, f2, diff[3];
939         rmeshstate_t m;
940         m.blendfunc1 = GL_SRC_ALPHA;
941         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
942         R_Mesh_Matrix(&r_identitymatrix);
943         R_Mesh_State(&m);
944
945         varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
946         varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
947         varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
948         varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
949         varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
950         varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
951         varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
952         varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
953         R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
954         if (fogenabled)
955         {
956                 for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
957                 {
958                         VectorSubtract(v, r_origin, diff);
959                         f2 = exp(fogdensity/DotProduct(diff, diff));
960                         f1 = 1 - f2;
961                         f2 *= r_colorscale;
962                         c[0] = c[0] * f1 + fogcolor[0] * f2;
963                         c[1] = c[1] * f1 + fogcolor[1] * f2;
964                         c[2] = c[2] * f1 + fogcolor[2] * f2;
965                 }
966         }
967         GL_UseColorArray();
968         R_Mesh_Draw(8, 12);
969 }
970 */
971
972 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
973 {
974         const entity_render_t *ent = calldata1;
975         int i, element[24];
976         float f1, f2, *c, diff[3];
977         rmeshstate_t m;
978         memset(&m, 0, sizeof(m));
979         if (ent->flags & EF_ADDITIVE)
980         {
981                 m.blendfunc1 = GL_SRC_ALPHA;
982                 m.blendfunc2 = GL_ONE;
983         }
984         else if (ent->alpha < 1)
985         {
986                 m.blendfunc1 = GL_SRC_ALPHA;
987                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
988         }
989         else
990         {
991                 m.blendfunc1 = GL_ONE;
992                 m.blendfunc2 = GL_ZERO;
993         }
994         R_Mesh_Matrix(&ent->matrix);
995         R_Mesh_State(&m);
996
997         element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
998         element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
999         element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
1000         element[ 9] = 5;element[10] = 3;element[11] = 1;
1001         element[12] = 0;element[13] = 2;element[14] = 4;
1002         element[15] = 2;element[16] = 1;element[17] = 4;
1003         element[18] = 3;element[19] = 0;element[20] = 4;
1004         element[21] = 1;element[22] = 3;element[23] = 4;
1005         varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
1006         varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
1007         varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
1008         varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
1009         varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
1010         varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
1011         varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
1012         varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
1013         varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
1014         varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
1015         varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
1016         varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
1017         if (fogenabled)
1018         {
1019                 VectorSubtract(ent->origin, r_origin, diff);
1020                 f2 = exp(fogdensity/DotProduct(diff, diff));
1021                 f1 = 1 - f2;
1022                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1023                 {
1024                         c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
1025                         c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
1026                         c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
1027                 }
1028         }
1029         else
1030         {
1031                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1032                 {
1033                         c[0] *= r_colorscale;
1034                         c[1] *= r_colorscale;
1035                         c[2] *= r_colorscale;
1036                 }
1037         }
1038         GL_UseColorArray();
1039         R_Mesh_Draw(6, 8, element);
1040 }
1041
1042 void R_DrawNoModel(entity_render_t *ent)
1043 {
1044         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
1045                 R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
1046         //else
1047         //      R_DrawNoModelCallback(ent, 0);
1048 }
1049
1050 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
1051 {
1052         vec3_t right1, right2, diff, normal;
1053
1054         VectorSubtract (org2, org1, normal);
1055         VectorNormalizeFast (normal);
1056
1057         // calculate 'right' vector for start
1058         VectorSubtract (r_origin, org1, diff);
1059         VectorNormalizeFast (diff);
1060         CrossProduct (normal, diff, right1);
1061
1062         // calculate 'right' vector for end
1063         VectorSubtract (r_origin, org2, diff);
1064         VectorNormalizeFast (diff);
1065         CrossProduct (normal, diff, right2);
1066
1067         vert[ 0] = org1[0] + width * right1[0];
1068         vert[ 1] = org1[1] + width * right1[1];
1069         vert[ 2] = org1[2] + width * right1[2];
1070         vert[ 4] = org1[0] - width * right1[0];
1071         vert[ 5] = org1[1] - width * right1[1];
1072         vert[ 6] = org1[2] - width * right1[2];
1073         vert[ 8] = org2[0] - width * right2[0];
1074         vert[ 9] = org2[1] - width * right2[1];
1075         vert[10] = org2[2] - width * right2[2];
1076         vert[12] = org2[0] + width * right2[0];
1077         vert[13] = org2[1] + width * right2[1];
1078         vert[14] = org2[2] + width * right2[2];
1079 }