]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
Corrected misspelling in HL support (rendertype is now rendermode).
[divverent/darkplaces.git] / gl_rmain.c
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 entity_t        r_worldentity;
25
26 qboolean        r_cache_thrash;         // compatability
27
28 vec3_t          modelorg, r_entorigin;
29 entity_t        *currententity;
30
31 int                     r_visframecount;        // bumped when going to a new PVS
32 int                     r_framecount;           // used for dlight push checking
33
34 mplane_t        frustum[4];
35
36 int                     c_brush_polys, c_alias_polys;
37
38 qboolean        envmap;                         // true during envmap command capture 
39
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
43
44 extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
45
46 //
47 // view origin
48 //
49 vec3_t  vup;
50 vec3_t  vpn;
51 vec3_t  vright;
52 vec3_t  r_origin;
53
54 float   r_world_matrix[16];
55 float   r_base_world_matrix[16];
56
57 //
58 // screen size info
59 //
60 refdef_t        r_refdef;
61
62 mleaf_t         *r_viewleaf, *r_oldviewleaf;
63
64 texture_t       *r_notexture_mip;
65
66 int             d_lightstylevalue[256]; // 8.8 fraction of base light value
67
68
69 void R_MarkLeaves (void);
70
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"};
84
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...
100
101 cvar_t  r_fogdensity = {"r_fogdensity", "0"};
102 cvar_t  r_fogred = {"r_fogred","0.3"};
103 cvar_t  r_foggreen = {"r_foggreen","0.3"};
104 cvar_t  r_fogblue = {"r_fogblue","0.3"};
105
106 cvar_t  gl_fogenable = {"gl_fogenable", "0"};
107 cvar_t  gl_fogdensity = {"gl_fogdensity", "0.25"};
108 cvar_t  gl_fogred = {"gl_fogred","0.3"};
109 cvar_t  gl_foggreen = {"gl_foggreen","0.3"};
110 cvar_t  gl_fogblue = {"gl_fogblue","0.3"};
111 cvar_t  gl_fogstart = {"gl_fogstart", "0"};
112 cvar_t  gl_fogend = {"gl_fogend","0"};
113
114 int chrometexture;
115
116 void makechrometextures()
117 {
118         int x, y, g, g2, amplitude, noise[64][64], min, max;
119         byte data[64][64][4];
120         //
121         // particle texture
122         //
123         chrometexture = texture_extension_number++;
124     glBindTexture(GL_TEXTURE_2D, chrometexture);
125
126 #define n(x,y) noise[(y)&63][(x)&63]
127
128         amplitude = 16777215;
129         g2 = 64;
130         noise[0][0] = 0;
131         for (;(g = g2 >> 1) >= 1;g2 >>= 1)
132         {
133                 // subdivide, diamond-square algorythm (really this has little to do with squares)
134                 // diamond
135                 for (y = 0;y < 64;y += g2)
136                         for (x = 0;x < 64;x += g2)
137                                 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
138                 // square
139                 for (y = 0;y < 64;y += g2)
140                         for (x = 0;x < 64;x += g2)
141                         {
142                                 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
143                                 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
144                         }
145                 // brownian motion theory
146                 amplitude >>= 1;
147                 for (y = 0;y < 64;y += g)
148                         for (x = 0;x < 64;x += g)
149                                 noise[y][x] += rand()&amplitude;
150         }
151         // normalize the noise range
152         min = max = 0;
153         for (y = 0;y < 64;y++)
154                 for (x = 0;x < 64;x++)
155                 {
156                         if (n(x,y) < min) min = n(x,y);
157                         if (n(x,y) > max) max = n(x,y);
158                 }
159         max -= min;
160         for (y = 0;y < 64;y++)
161                 for (x = 0;x < 64;x++)
162                         n(x,y) = (n(x,y) - min) * 255 / max;
163
164 #undef n
165
166         // convert to RGBA data
167         for (y = 0;y < 64;y++)
168                 for (x = 0;x < 64;x++)
169                 {
170                         data[y][x][0] = data[y][x][1] = data[y][x][2] = (byte) noise[y][x];
171                         data[y][x][3] = 255;
172                 }
173
174         glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
175
176         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
177
178         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
179         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
180 }
181
182 extern qboolean isRagePro;
183
184 qboolean lighthalf;
185
186 vec3_t fogcolor;
187 vec_t fogdensity;
188 qboolean fogenabled;
189 qboolean oldgl_fogenable;
190 void FOG_framebegin()
191 {
192         if (gl_fogenable.value)
193         {
194                 oldgl_fogenable = true;
195                 r_fogdensity.value = gl_fogdensity.value;
196                 r_fogred.value = gl_fogred.value;
197                 r_foggreen.value = gl_foggreen.value;
198                 r_fogblue.value = gl_fogblue.value;
199         }
200         else if (oldgl_fogenable)
201         {
202                 oldgl_fogenable = false;
203                 r_fogdensity.value = 0;
204                 r_fogred.value = 0.3;
205                 r_foggreen.value = 0.3;
206                 r_fogblue.value = 0.3;
207         }
208         /*
209         if(gl_fogdensity.value)
210         {
211                 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
212                 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
213                 GLfloat colors[4];
214                 colors[0] = gl_fogred.value;
215                 colors[1] = gl_foggreen.value;
216                 colors[2] = gl_fogblue.value;
217                 colors[3] = 1;
218
219                 glFogi (GL_FOG_MODE, GL_EXP2);
220                 glFogf (GL_FOG_DENSITY, (GLfloat) gl_fogdensity.value / 100); 
221                 glFogfv (GL_FOG_COLOR, colors);
222                 glEnable (GL_FOG);
223         }
224         else
225                 glDisable(GL_FOG);
226         */
227         if (r_fogdensity.value)
228         {
229                 fogenabled = true;
230                 fogdensity = -6144.0f / (r_fogdensity.value * r_fogdensity.value);
231                 fogcolor[0] = bound(0.0f, r_fogred.value, 1.0f);
232                 fogcolor[1] = bound(0.0f, r_foggreen.value, 1.0f);
233                 fogcolor[2] = bound(0.0f, r_fogblue.value, 1.0f);
234                 if (lighthalf)
235                 {
236                         fogcolor[0] *= 0.5f;
237                         fogcolor[1] *= 0.5f;
238                         fogcolor[2] *= 0.5f;
239                 }
240         }
241         else
242                 fogenabled = false;
243 }
244
245 void FOG_frameend()
246 {
247 //      glDisable(GL_FOG);
248 }
249
250 void FOG_clear()
251 {
252         gl_fogenable.value = 0;
253         r_fogdensity.value = 0;
254         r_fogred.value = 0.3;
255         r_fogblue.value = 0.3;
256         r_foggreen.value = 0.3;
257 }
258
259 void FOG_registercvars()
260 {
261         Cvar_RegisterVariable (&r_fogdensity);
262         Cvar_RegisterVariable (&r_fogred);
263         Cvar_RegisterVariable (&r_foggreen); 
264         Cvar_RegisterVariable (&r_fogblue);
265         Cvar_RegisterVariable (&gl_fogenable);
266         Cvar_RegisterVariable (&gl_fogdensity);
267         Cvar_RegisterVariable (&gl_fogred);
268         Cvar_RegisterVariable (&gl_foggreen); 
269         Cvar_RegisterVariable (&gl_fogblue);
270         Cvar_RegisterVariable (&gl_fogstart);
271         Cvar_RegisterVariable (&gl_fogend);
272 }
273
274 void glpoly_init();
275 void glrsurf_init();
276 void rlight_init();
277
278 // LordHavoc: vertex array
279 float *aliasvert;
280 float *aliasvertnorm;
281 byte *aliasvertcolor;
282
283 void rmain_registercvars()
284 {
285         // allocate vertex processing arrays
286         aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
287         aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
288         aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
289
290         FOG_registercvars();
291         Cvar_RegisterVariable (&r_speeds2);
292         Cvar_RegisterVariable (&contrast);
293         Cvar_RegisterVariable (&brightness);
294         Cvar_RegisterVariable (&gl_lightmode);
295 //      Cvar_RegisterVariable (&r_dynamicwater);
296 //      Cvar_RegisterVariable (&r_particles);
297 //      Cvar_RegisterVariable (&r_smokealpha);
298 //      Cvar_RegisterVariable (&r_dynamicbothsides);
299         Cvar_RegisterVariable (&r_fullbrights);
300         if (nehahra)
301                 Cvar_SetValue("r_fullbrights", 0);
302 //      if (gl_vendor && strstr(gl_vendor, "3Dfx"))
303 //              gl_lightmode.value = 0;
304         Cvar_RegisterVariable (&r_fullbright);
305         makechrometextures();
306         glpoly_init();
307         glrsurf_init();
308         rlight_init();
309 }
310
311 /*
312 void R_RotateForEntity (entity_t *e)
313 {
314         glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
315
316         glRotatef (e->angles[1],  0, 0, 1);
317         glRotatef (-e->angles[0],  0, 1, 0);
318         glRotatef (e->angles[2],  1, 0, 0);
319
320         glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
321 }
322 */
323
324 // LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
325 #define NUMVERTEXNORMALS        162
326
327 float   r_avertexnormals[NUMVERTEXNORMALS][3] = {
328 #include "anorms.h"
329 };
330
331 // LordHavoc: moved this shading stuff up because the sprites need shading stuff
332 vec3_t  shadevector;
333 vec3_t  shadecolor;
334
335 float   modelalpha;
336
337 void R_LightPoint (vec3_t color, vec3_t p);
338 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
339 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
340
341 float R_CalcAnimLerp(int pose, float lerpscale)
342 {
343         if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart <= cl.time)
344         {
345                 if (pose != currententity->draw_pose)
346                 {
347                         currententity->draw_lastpose = currententity->draw_pose;
348                         currententity->draw_pose = pose;
349                         currententity->draw_lerpstart = cl.time;
350                         return 0;
351                 }
352                 else
353                         return ((cl.time - currententity->draw_lerpstart) * lerpscale);
354         }
355         else // uninitialized
356         {
357                 currententity->draw_lastmodel = currententity->model;
358                 currententity->draw_lastpose = currententity->draw_pose = pose;
359                 currententity->draw_lerpstart = cl.time;
360                 return 0;
361         }
362 }
363
364 /*
365 =============================================================
366
367   SPRITE MODELS
368
369 =============================================================
370 */
371
372 /*
373 ================
374 R_GetSpriteFrame
375 ================
376 */
377 void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
378 {
379         msprite_t               *psprite;
380         mspritegroup_t  *pspritegroup;
381         int                             i, j, numframes, frame;
382         float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
383
384         psprite = currententity->model->cache.data;
385         frame = currententity->frame;
386
387         if ((frame >= psprite->numframes) || (frame < 0))
388         {
389                 Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
390                 frame = 0;
391         }
392
393         if (psprite->frames[frame].type == SPR_SINGLE)
394         {
395                 if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
396                 {
397                         if (frame != currententity->draw_pose)
398                         {
399                                 currententity->draw_lastpose = currententity->draw_pose;
400                                 currententity->draw_pose = frame;
401                                 currententity->draw_lerpstart = cl.time;
402                                 *framelerp = 0;
403                         }
404                         else
405                                 *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
406                 }
407                 else // uninitialized
408                 {
409                         currententity->draw_lastmodel = currententity->model;
410                         currententity->draw_lastpose = currententity->draw_pose = frame;
411                         currententity->draw_lerpstart = cl.time;
412                         *framelerp = 0;
413                 }
414                 *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
415                 *newframe = psprite->frames[frame].frameptr;
416         }
417         else
418         {
419                 pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
420                 pintervals = pspritegroup->intervals;
421                 numframes = pspritegroup->numframes;
422                 fullinterval = pintervals[numframes-1];
423
424                 time = cl.time + currententity->syncbase;
425
426         // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
427         // are positive, so we don't have to worry about division by 0
428                 targettime = time - ((int)(time / fullinterval)) * fullinterval;
429
430                 // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
431                 //            I instead measure the time of the first frame, hoping it is consistent
432                 j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
433                 for (i=0 ; i<(numframes-1) ; i++)
434                 {
435                         if (pintervals[i] > targettime)
436                                 break;
437                         j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
438                 }
439                 *framelerp = (targettime - jtime) / jinterval;
440
441                 *oldframe = pspritegroup->frames[j];
442                 *newframe = pspritegroup->frames[i];
443         }
444 }
445
446 void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
447 {
448         // LordHavoc: rewrote this to use the transparent poly system
449         // FIXME: need to use uncolored fog sprite
450         transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
451         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);
452         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);
453         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);
454         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);
455         transpolyend();
456 }
457
458 extern qboolean isG200, isRagePro, lighthalf;
459
460 /*
461 =================
462 R_DrawSpriteModel
463
464 =================
465 */
466 void R_DrawSpriteModel (entity_t *e)
467 {
468         mspriteframe_t  *oldframe, *newframe;
469         float           *up, *right, lerp, ilerp;
470         vec3_t          v_forward, v_right, v_up, org;
471         msprite_t               *psprite;
472
473         // don't even bother culling, because it's just a single
474         // polygon without a surface cache
475         R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
476         if (lerp < 0) lerp = 0;
477         if (lerp > 1) lerp = 1;
478         if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
479                 lerp = 1;
480         ilerp = 1.0 - lerp;
481         psprite = e->model->cache.data;
482
483         if (psprite->type == SPR_ORIENTED)
484         {       // bullet marks on walls
485                 AngleVectors (e->angles, v_forward, v_right, v_up);
486                 up = v_up;
487                 right = v_right;
488                 VectorSubtract(e->origin, vpn, org);
489         }
490         else
491         {       // normal sprite
492                 up = vup;
493                 right = vright;
494                 VectorCopy(e->origin, org);
495         }
496         if (e->scale != 1)
497         {
498                 VectorScale(up, e->scale, up);
499                 VectorScale(right, e->scale, right);
500         }
501
502         if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
503         {
504                 if (lighthalf)
505                 {
506                         shadecolor[0] = e->colormod[0] * 128;
507                         shadecolor[1] = e->colormod[1] * 128;
508                         shadecolor[2] = e->colormod[2] * 128;
509                 }
510                 else
511                 {
512                         shadecolor[0] = e->colormod[0] * 255;
513                         shadecolor[1] = e->colormod[1] * 255;
514                         shadecolor[2] = e->colormod[2] * 255;
515                 }
516         }
517         else
518         {
519                 R_LightPoint (shadecolor, e->origin);
520                 R_DynamicLightPointNoMask(shadecolor, e->origin);
521                 if (lighthalf)
522                 {
523                         shadecolor[0] *= e->colormod[0] * 0.5;
524                         shadecolor[1] *= e->colormod[1] * 0.5;
525                         shadecolor[2] *= e->colormod[2] * 0.5;
526                 }
527         }
528
529         // LordHavoc: interpolated sprite rendering
530         if (ilerp != 0)
531                 GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
532         if (lerp != 0)
533                 GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
534 }
535
536 /*
537 =============================================================
538
539   ALIAS MODELS
540
541 =============================================================
542 */
543
544 extern vec3_t softwaretransform_x;
545 extern vec3_t softwaretransform_y;
546 extern vec3_t softwaretransform_z;
547 extern vec_t softwaretransform_scale;
548 extern vec3_t softwaretransform_offset;
549 void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
550 {
551         int i;
552         vec3_t point, matrix_x, matrix_y, matrix_z;
553         float *av, *avn;
554         av = aliasvert;
555         avn = aliasvertnorm;
556         if (lerp < 0) lerp = 0;
557         if (lerp > 1) lerp = 1;
558         if (lerp != 0)
559         {
560                 float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
561                 if (lerp < 0) lerp = 0;
562                 if (lerp > 1) lerp = 1;
563                 ilerp = 1 - lerp;
564                 ilerp127 = ilerp * (1.0 / 127.0);
565                 lerp127 = lerp * (1.0 / 127.0);
566                 VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
567                 VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
568                 VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
569                 // calculate combined interpolation variables
570                 scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] *  lerp;translatex = translate1[0] * ilerp + translate2[0] *  lerp;
571                 scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] *  lerp;translatey = translate1[1] * ilerp + translate2[1] *  lerp;
572                 scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] *  lerp;translatez = translate1[2] * ilerp + translate2[2] *  lerp;
573                 // generate vertices
574                 for (i = 0;i < vertcount;i++)
575                 {
576                         // rotate, scale, and translate the vertex locations
577                         point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
578                         point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
579                         point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
580                         *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
581                         *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
582                         *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
583                         // rotate the normals
584                         point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
585                         point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
586                         point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
587                         *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
588                         *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
589                         *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
590                         verts1++;verts2++;
591                 }
592         }
593         else
594         {
595                 float i127;
596                 i127 = 1.0f / 127.0f;
597                 VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
598                 VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
599                 VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
600                 // generate vertices
601                 for (i = 0;i < vertcount;i++)
602                 {
603                         // rotate, scale, and translate the vertex locations
604                         point[0] = verts1->v[0] * scale1[0] + translate1[0];
605                         point[1] = verts1->v[1] * scale1[1] + translate1[1];
606                         point[2] = verts1->v[2] * scale1[2] + translate1[2];
607                         *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
608                         *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
609                         *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
610                         // rotate the normals
611                         point[0] = verts1->n[0] * i127;
612                         point[1] = verts1->n[1] * i127;
613                         point[2] = verts1->n[2] * i127;
614                         *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
615                         *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
616                         *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
617                         verts1++;
618                 }
619         }
620 }
621
622 /*
623 =================
624 R_DrawAliasFrame
625
626 =================
627 */
628 extern vec3_t lightspot;
629 void R_LightModel(int numverts, vec3_t center);
630 extern cvar_t gl_vertexarrays;
631 void R_DrawAliasFrame (aliashdr_t *paliashdr)
632 {
633         int                             i, pose, frame = currententity->frame;
634         float                   lerpscale, lerp;
635
636         softwaretransformforentity(currententity);
637
638         if ((frame >= paliashdr->numframes) || (frame < 0))
639         {
640                 Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
641                 frame = 0;
642         }
643
644         pose = paliashdr->frames[frame].firstpose;
645
646         if (paliashdr->frames[frame].numposes > 1)
647         {
648                 lerpscale = 1.0 / paliashdr->frames[frame].interval;
649                 pose += (int)(cl.time * lerpscale) % paliashdr->frames[frame].numposes;
650         }
651         else
652                 lerpscale = 10.0;
653
654         lerp = R_CalcAnimLerp(pose, lerpscale);
655
656         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);
657
658         R_LightModel(paliashdr->numverts, currententity->origin);
659
660         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
661         glShadeModel(GL_SMOOTH);
662         if (currententity->effects & EF_ADDITIVE)
663         {
664                 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
665                 glEnable(GL_BLEND);
666                 glDepthMask(0);
667         }
668         else if (modelalpha != 1.0)
669         {
670                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
671                 glEnable(GL_BLEND);
672                 glDepthMask(0);
673         }
674         else
675         {
676                 glDisable(GL_BLEND);
677                 glDepthMask(1);
678         }
679
680         if (gl_vertexarrays.value)
681         {
682                 // LordHavoc: I would use InterleavedArrays here,
683                 // but the texture coordinates are a seperate array,
684                 // and it would be wasteful to copy them into the main array...
685         //      glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
686                 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
687                 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
688                 glEnableClientState(GL_VERTEX_ARRAY);
689                 glEnableClientState(GL_COLOR_ARRAY);
690
691                 // draw the front faces
692                 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
693                 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
694                 qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
695                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
696
697                 // draw the back faces
698                 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
699                 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
700                 qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
701                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
702
703                 glDisableClientState(GL_COLOR_ARRAY);
704                 glDisableClientState(GL_VERTEX_ARRAY);
705         }
706         else
707         {
708                 unsigned short *in, index;
709                 float *tex;
710                 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
711                 glBegin(GL_TRIANGLES);
712                 // draw the front faces
713                 tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
714                 //if (isG200)
715                 //{
716                         for (i = 0;i < paliashdr->frontfaces * 3;i++)
717                         {
718                                 index = *in++;
719                                 glTexCoord2f(tex[index*2], tex[index*2+1]);
720                                 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));
721                                 glVertex3fv(&aliasvert[index*3]);
722                         }
723                 /*
724                 }
725                 else
726                 {
727                         for (i = 0;i < paliashdr->frontfaces * 3;i++)
728                         {
729                                 index = *in++;
730                                 glTexCoord2f(tex[index*2], tex[index*2+1]);
731                                 glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
732                                 glVertex3fv(&aliasvert[index*3]);
733                         }
734                 }
735                 */
736                 // draw the back faces
737                 tex += 2 * paliashdr->numverts;
738                 //if (isG200)
739                 //{
740                         for (i = 0;i < paliashdr->backfaces * 3;i++)
741                         {
742                                 index = *in++;
743                                 glTexCoord2f(tex[index*2], tex[index*2+1]);
744                                 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));
745                                 glVertex3fv(&aliasvert[index*3]);
746                         }
747                 /*
748                 }
749                 else
750                 {
751                         for (i = 0;i < paliashdr->backfaces * 3;i++)
752                         {
753                                 index = *in++;
754                                 glTexCoord2f(tex[index*2], tex[index*2+1]);
755                                 glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
756                                 glVertex3fv(&aliasvert[index*3]);
757                         }
758                 }
759                 */
760                 glEnd();
761         }
762
763         if (fogenabled)
764         {
765                 vec3_t diff;
766                 glDisable (GL_TEXTURE_2D);
767                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
768                 glEnable (GL_BLEND);
769                 glDepthMask(0); // disable zbuffer updates
770
771                 VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
772                 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
773
774                 if (gl_vertexarrays.value)
775                 {
776                         qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
777                         glEnableClientState(GL_VERTEX_ARRAY);
778                         qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
779                         glDisableClientState(GL_VERTEX_ARRAY);
780                 }
781                 else
782                 {
783                         unsigned short *in;
784                         in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
785                         glBegin(GL_TRIANGLES);
786                         for (i = 0;i < paliashdr->numtris * 3;i++)
787                                 glVertex3fv(&aliasvert[*in++ * 3]);
788                         glEnd();
789                 }
790
791                 glEnable (GL_TEXTURE_2D);
792                 glColor3f (1,1,1);
793         }
794
795         /*
796         if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
797         {
798                 // flatten it to make a shadow
799                 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
800                 av = aliasvert + 2;
801                 for (i = 0;i < paliashdr->numverts;i++, av+=3)
802                         if (*av > l)
803                                 *av = l;
804                 glDisable (GL_TEXTURE_2D);
805                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
806                 glEnable (GL_BLEND);
807                 glDepthMask(0); // disable zbuffer updates
808                 glColor4f (0,0,0,0.5 * modelalpha);
809
810                 if (gl_vertexarrays.value)
811                 {
812                         qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
813                         glEnableClientState(GL_VERTEX_ARRAY);
814                         qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
815                         glDisableClientState(GL_VERTEX_ARRAY);
816                 }
817                 else
818                 {
819                         unsigned short *in;
820                         in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
821                         glBegin(GL_TRIANGLES);
822                         for (i = 0;i < paliashdr->numtris * 3;i++)
823                                 glVertex3fv(&aliasvert[*in++ * 3]);
824                         glEnd();
825                 }
826
827                 glEnable (GL_TEXTURE_2D);
828                 glColor3f (1,1,1);
829         }
830         */
831
832         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
833         glEnable (GL_BLEND);
834         glDepthMask(1);
835 }
836
837 /*
838 =================
839 R_DrawQ2AliasFrame
840
841 =================
842 */
843 void R_DrawQ2AliasFrame (md2mem_t *pheader)
844 {
845         int *order, count, frame = currententity->frame;
846         float lerp;
847         md2memframe_t *frame1, *frame2;
848
849         softwaretransformforentity(currententity);
850
851         if ((frame >= pheader->num_frames) || (frame < 0))
852         {
853                 Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
854                 frame = 0;
855         }
856
857         lerp = R_CalcAnimLerp(frame, 10);
858
859         frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_lastpose));
860         frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_pose));
861         R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
862
863         R_LightModel(pheader->num_xyz, currententity->origin);
864
865         if (gl_vertexarrays.value)
866         {
867                 // LordHavoc: big mess...
868                 // using arrays only slightly, although it is enough to prevent duplicates
869                 // (saving half the transforms)
870                 //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
871                 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
872                 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
873                 glEnableClientState(GL_VERTEX_ARRAY);
874                 glEnableClientState(GL_COLOR_ARRAY);
875
876                 order = (int *)((int)pheader + pheader->ofs_glcmds);
877                 while(1)
878                 {
879                         if (!(count = *order++))
880                                 break;
881                         if (count > 0)
882                                 glBegin(GL_TRIANGLE_STRIP);
883                         else
884                         {
885                                 glBegin(GL_TRIANGLE_FAN);
886                                 count = -count;
887                         }
888                         do
889                         {
890                                 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
891                                 qglArrayElement(order[2]);
892                                 order += 3;
893                         }
894                         while (count--);
895                 }
896
897                 glDisableClientState(GL_COLOR_ARRAY);
898                 glDisableClientState(GL_VERTEX_ARRAY);
899         }
900         else
901         {
902                 order = (int *)((int)pheader + pheader->ofs_glcmds);
903                 while(1)
904                 {
905                         if (!(count = *order++))
906                                 break;
907                         if (count > 0)
908                                 glBegin(GL_TRIANGLE_STRIP);
909                         else
910                         {
911                                 glBegin(GL_TRIANGLE_FAN);
912                                 count = -count;
913                         }
914                         //if (isG200)
915                         //{
916                                 do
917                                 {
918                                         glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
919                                         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));
920                                         glVertex3fv(&aliasvert[order[2] * 3]);
921                                         order += 3;
922                                 }
923                                 while (count--);
924                         /*
925                         }
926                         else
927                         {
928                                 do
929                                 {
930                                         glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
931                                         glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
932                                         glVertex3fv(&aliasvert[order[2] * 3]);
933                                         order += 3;
934                                 }
935                                 while (count--);
936                         }
937                         */
938                 }
939         }
940
941         if (fogenabled)
942         {
943                 glDisable (GL_TEXTURE_2D);
944                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
945                 glEnable (GL_BLEND);
946                 glDepthMask(0); // disable zbuffer updates
947                 {
948                         vec3_t diff;
949                         VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
950                         glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
951                 }
952
953                 if (gl_vertexarrays.value)
954                 {
955                         // LordHavoc: big mess...
956                         // using arrays only slightly, although it is enough to prevent duplicates
957                         // (saving half the transforms)
958                         //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
959                         qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
960                         glEnableClientState(GL_VERTEX_ARRAY);
961
962                         order = (int *)((int)pheader + pheader->ofs_glcmds);
963                         while(1)
964                         {
965                                 if (!(count = *order++))
966                                         break;
967                                 if (count > 0)
968                                         glBegin(GL_TRIANGLE_STRIP);
969                                 else
970                                 {
971                                         glBegin(GL_TRIANGLE_FAN);
972                                         count = -count;
973                                 }
974                                 do
975                                 {
976                                         qglArrayElement(order[2]);
977                                         order += 3;
978                                 }
979                                 while (count--);
980                         }
981
982                         glDisableClientState(GL_VERTEX_ARRAY);
983                 }
984                 else
985                 {
986                         order = (int *)((int)pheader + pheader->ofs_glcmds);
987                         while(1)
988                         {
989                                 if (!(count = *order++))
990                                         break;
991                                 if (count > 0)
992                                         glBegin(GL_TRIANGLE_STRIP);
993                                 else
994                                 {
995                                         glBegin(GL_TRIANGLE_FAN);
996                                         count = -count;
997                                 }
998                                 do
999                                 {
1000                                         glVertex3fv(&aliasvert[order[2] * 3]);
1001                                         order += 3;
1002                                 }
1003                                 while (count--);
1004                         }
1005                 }
1006
1007                 glEnable (GL_TEXTURE_2D);
1008                 glColor3f (1,1,1);
1009         }
1010
1011         /*
1012         if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
1013         {
1014                 int i;
1015                 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
1016                 av = aliasvert + 2;
1017                 for (i = 0;i < pheader->num_xyz;i++, av+=3)
1018                         if (*av > l)
1019                                 *av = l;
1020                 glDisable (GL_TEXTURE_2D);
1021                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1022                 glEnable (GL_BLEND);
1023                 glDepthMask(0); // disable zbuffer updates
1024                 glColor4f (0,0,0,0.5 * modelalpha);
1025
1026                 if (gl_vertexarrays.value)
1027                 {
1028                         qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
1029                         glEnableClientState(GL_VERTEX_ARRAY);
1030                                                 
1031                         while(1)
1032                         {
1033                                 if (!(count = *order++))
1034                                         break;
1035                                 if (count > 0)
1036                                         glBegin(GL_TRIANGLE_STRIP);
1037                                 else
1038                                 {
1039                                         glBegin(GL_TRIANGLE_FAN);
1040                                         count = -count;
1041                                 }
1042                                 do
1043                                 {
1044                                         qglArrayElement(order[2]);
1045                                         order += 3;
1046                                 }
1047                                 while (count--);
1048                         }
1049
1050                         glDisableClientState(GL_VERTEX_ARRAY);
1051                 }
1052                 else
1053                 {
1054                         while(1)
1055                         {
1056                                 if (!(count = *order++))
1057                                         break;
1058                                 if (count > 0)
1059                                         glBegin(GL_TRIANGLE_STRIP);
1060                                 else
1061                                 {
1062                                         glBegin(GL_TRIANGLE_FAN);
1063                                         count = -count;
1064                                 }
1065                                 do
1066                                 {
1067                                         glVertex3fv(&aliasvert[order[2] * 3]);
1068                                         order += 3;
1069                                 }
1070                                 while (count--);
1071                         }
1072                 }
1073
1074                 glEnable (GL_TEXTURE_2D);
1075                 glColor3f (1,1,1);
1076         }
1077         */
1078
1079         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1080         glEnable (GL_BLEND);
1081         glDepthMask(1);
1082 }
1083
1084 /*
1085 =================
1086 R_DrawAliasModel
1087
1088 =================
1089 */
1090 void R_DrawAliasModel (entity_t *e, int cull)
1091 {
1092         int                     i;
1093         model_t         *clmodel;
1094         vec3_t          mins, maxs;
1095         aliashdr_t      *paliashdr;
1096         md2mem_t                *pheader;
1097         int                     anim;
1098
1099         if (modelalpha < (1.0 / 64.0))
1100                 return; // basically completely transparent
1101
1102         clmodel = currententity->model;
1103
1104         VectorAdd (currententity->origin, clmodel->mins, mins);
1105         VectorAdd (currententity->origin, clmodel->maxs, maxs);
1106
1107         if (cull && R_CullBox (mins, maxs))
1108                 return;
1109
1110         VectorCopy (currententity->origin, r_entorigin);
1111         VectorSubtract (r_origin, r_entorigin, modelorg);
1112
1113         // get lighting information
1114
1115         if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
1116         {
1117                 shadecolor[0] = currententity->colormod[0] * 256;
1118                 shadecolor[1] = currententity->colormod[1] * 256;
1119                 shadecolor[2] = currententity->colormod[2] * 256;
1120         }
1121         else
1122         {
1123                 R_LightPoint (shadecolor, currententity->origin);
1124
1125                 // HACK HACK HACK -- no fullbright colors, so make torches full light
1126                 if (!strcmp (currententity->model->name, "progs/flame2.mdl") || !strcmp (currententity->model->name, "progs/flame.mdl") )
1127                         shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
1128
1129                 shadecolor[0] *= currententity->colormod[0];
1130                 shadecolor[1] *= currententity->colormod[1];
1131                 shadecolor[2] *= currententity->colormod[2];
1132         }
1133
1134         // locate the proper data
1135         if (clmodel->aliastype == ALIASTYPE_MD2)
1136         {
1137                 pheader = (void *)Mod_Extradata (currententity->model);
1138                 c_alias_polys += pheader->num_tris;
1139         }
1140         else
1141         {
1142                 paliashdr = (void *)Mod_Extradata (currententity->model);
1143                 c_alias_polys += paliashdr->numtris;
1144         }
1145
1146         // draw all the triangles
1147
1148         if (clmodel->aliastype == ALIASTYPE_MD2)
1149         {
1150                 if (currententity->skinnum < 0 || currententity->skinnum >= pheader->num_skins)
1151                 {
1152                         currententity->skinnum = 0;
1153                         Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
1154                 }
1155                 glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
1156         }
1157         else
1158         {
1159                 if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
1160                 {
1161                         currententity->skinnum = 0;
1162                         Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
1163                 }
1164                 anim = (int)(cl.time*10) & 3;
1165             glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
1166         }
1167         glDisable(GL_ALPHA_TEST);
1168         glEnable (GL_TEXTURE_2D);
1169
1170         // we can't dynamically colormap textures, so they are cached
1171         // seperately for the players.  Heads are just uncolored.
1172         if (currententity->colormap != vid.colormap/* && !gl_nocolors.value*/)
1173         {
1174                 i = currententity - cl_entities;
1175                 if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
1176                     glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
1177         }
1178
1179 //      if (gl_affinemodels.value)
1180 //              glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1181         if (clmodel->aliastype == ALIASTYPE_MD2)
1182                 R_DrawQ2AliasFrame (pheader);
1183         else
1184                 R_DrawAliasFrame (paliashdr);
1185
1186         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1187 }
1188
1189 //==================================================================================
1190
1191 void R_DrawBrushModel (entity_t *e);
1192
1193 /*
1194 =============
1195 R_DrawEntitiesOnList
1196 =============
1197 */
1198 // LordHavoc: split so bmodels are rendered before any other objects
1199 void R_DrawEntitiesOnList1 (void)
1200 {
1201         int             i;
1202
1203         if (!r_drawentities.value)
1204                 return;
1205
1206         for (i=0 ; i<cl_numvisedicts ; i++)
1207         {
1208                 if (cl_visedicts[i]->model->type != mod_brush)
1209                         continue;
1210                 currententity = cl_visedicts[i];
1211                 modelalpha = currententity->alpha;
1212
1213                 R_DrawBrushModel (currententity);
1214         }
1215 }
1216
1217 void R_DrawEntitiesOnList2 (void)
1218 {
1219         int             i;
1220
1221         if (!r_drawentities.value)
1222                 return;
1223
1224         for (i=0 ; i<cl_numvisedicts ; i++)
1225         {
1226                 currententity = cl_visedicts[i];
1227                 modelalpha = currententity->alpha;
1228
1229                 switch (currententity->model->type)
1230                 {
1231                 case mod_alias:
1232                         R_DrawAliasModel (currententity, true);
1233                         break;
1234
1235                 case mod_sprite:
1236                         R_DrawSpriteModel (currententity);
1237                         break;
1238
1239                 default:
1240                         break;
1241                 }
1242         }
1243 }
1244
1245 /*
1246 =============
1247 R_DrawViewModel
1248 =============
1249 */
1250 void R_DrawViewModel (void)
1251 {
1252         if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
1253                 return;
1254
1255         currententity = &cl.viewent;
1256         currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
1257         currententity->effects = cl_entities[cl.viewentity].effects;
1258         currententity->scale = 1;
1259         VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
1260
1261         // hack the depth range to prevent view model from poking into walls
1262         glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
1263         R_DrawAliasModel (currententity, FALSE);
1264         glDepthRange (gldepthmin, gldepthmax);
1265 }
1266
1267 void R_DrawBrushModel (entity_t *e);
1268
1269 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
1270
1271 void R_SetFrustum (void)
1272 {
1273         int             i;
1274
1275         if (r_refdef.fov_x == 90) 
1276         {
1277                 // front side is visible
1278
1279                 VectorAdd (vpn, vright, frustum[0].normal);
1280                 VectorSubtract (vpn, vright, frustum[1].normal);
1281
1282                 VectorAdd (vpn, vup, frustum[2].normal);
1283                 VectorSubtract (vpn, vup, frustum[3].normal);
1284         }
1285         else
1286         {
1287                 // rotate VPN right by FOV_X/2 degrees
1288                 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
1289                 // rotate VPN left by FOV_X/2 degrees
1290                 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
1291                 // rotate VPN up by FOV_X/2 degrees
1292                 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
1293                 // rotate VPN down by FOV_X/2 degrees
1294                 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
1295         }
1296
1297         for (i=0 ; i<4 ; i++)
1298         {
1299                 frustum[i].type = PLANE_ANYZ;
1300                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
1301 //              frustum[i].signbits = SignbitsForPlane (&frustum[i]);
1302                 BoxOnPlaneSideClassify(&frustum[i]);
1303         }
1304 }
1305
1306 void R_AnimateLight (void);
1307 void V_CalcBlend (void);
1308
1309 /*
1310 ===============
1311 R_SetupFrame
1312 ===============
1313 */
1314 void R_SetupFrame (void)
1315 {
1316 // don't allow cheats in multiplayer
1317         if (cl.maxclients > 1)
1318                 Cvar_Set ("r_fullbright", "0");
1319
1320         R_AnimateLight ();
1321
1322         r_framecount++;
1323
1324 // build the transformation matrix for the given view angles
1325         VectorCopy (r_refdef.vieworg, r_origin);
1326
1327         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
1328
1329 // current viewleaf
1330         r_oldviewleaf = r_viewleaf;
1331         r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
1332
1333         V_SetContentsColor (r_viewleaf->contents);
1334         V_CalcBlend ();
1335
1336         r_cache_thrash = false;
1337
1338         c_brush_polys = 0;
1339         c_alias_polys = 0;
1340
1341 }
1342
1343
1344 void MYgluPerspective( GLdouble fovy, GLdouble aspect,
1345                      GLdouble zNear, GLdouble zFar )
1346 {
1347    GLdouble xmin, xmax, ymin, ymax;
1348
1349    ymax = zNear * tan( fovy * M_PI / 360.0 );
1350    ymin = -ymax;
1351
1352    xmin = ymin * aspect;
1353    xmax = ymax * aspect;
1354
1355    glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
1356 }
1357
1358
1359 extern char skyname[];
1360
1361 /*
1362 =============
1363 R_SetupGL
1364 =============
1365 */
1366 void R_SetupGL (void)
1367 {
1368         float   screenaspect;
1369         extern  int glwidth, glheight;
1370         int             x, x2, y2, y, w, h;
1371
1372         //
1373         // set up viewpoint
1374         //
1375         glMatrixMode(GL_PROJECTION);
1376     glLoadIdentity ();
1377         x = r_refdef.vrect.x * glwidth/vid.width;
1378         x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
1379         y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
1380         y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
1381
1382         // fudge around because of frac screen scale
1383         if (x > 0)
1384                 x--;
1385         if (x2 < glwidth)
1386                 x2++;
1387         if (y2 < 0)
1388                 y2--;
1389         if (y < glheight)
1390                 y++;
1391
1392         w = x2 - x;
1393         h = y - y2;
1394
1395         if (envmap)
1396         {
1397                 x = y2 = 0;
1398                 w = h = 256;
1399         }
1400
1401         glViewport (glx + x, gly + y2, w, h);
1402     screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
1403 //      yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
1404 //      if (skyname[0]) // skybox enabled?
1405 //              MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
1406 //      else
1407                 MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  6144);
1408
1409         glCullFace(GL_FRONT);
1410
1411         glMatrixMode(GL_MODELVIEW);
1412     glLoadIdentity ();
1413
1414     glRotatef (-90,  1, 0, 0);      // put Z going up
1415     glRotatef (90,  0, 0, 1);       // put Z going up
1416     glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
1417     glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
1418     glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
1419     glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
1420
1421         glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
1422
1423         //
1424         // set drawing parms
1425         //
1426 //      if (gl_cull.value)
1427                 glEnable(GL_CULL_FACE);
1428 //      else
1429 //              glDisable(GL_CULL_FACE);
1430
1431         glEnable(GL_BLEND); // was Disable
1432         glDisable(GL_ALPHA_TEST);
1433         glAlphaFunc(GL_GREATER, 0.5);
1434         glEnable(GL_DEPTH_TEST);
1435         glDepthMask(1);
1436         glShadeModel(GL_SMOOTH);
1437 }
1438
1439 void R_DrawWorld (void);
1440 //void R_RenderDlights (void);
1441 void R_DrawParticles (void);
1442
1443 /*
1444 =============
1445 R_Clear
1446 =============
1447 */
1448 void R_Clear (void)
1449 {
1450 //      glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
1451         gldepthmin = 0;
1452         gldepthmax = 1;
1453         glDepthFunc (GL_LEQUAL);
1454
1455         glDepthRange (gldepthmin, gldepthmax);
1456 }
1457
1458 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
1459 void GL_Brighten()
1460 {
1461         glMatrixMode(GL_PROJECTION);
1462     glLoadIdentity ();
1463         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
1464         glMatrixMode(GL_MODELVIEW);
1465     glLoadIdentity ();
1466         glDisable (GL_DEPTH_TEST);
1467         glDisable (GL_CULL_FACE);
1468         glDisable(GL_TEXTURE_2D);
1469         glEnable(GL_BLEND);
1470         glBlendFunc (GL_DST_COLOR, GL_ONE);
1471         glBegin (GL_TRIANGLES);
1472         glColor3f (1, 1, 1);
1473         glVertex2f (-5000, -5000);
1474         glVertex2f (10000, -5000);
1475         glVertex2f (-5000, 10000);
1476         glEnd ();
1477         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1478         glDisable(GL_BLEND);
1479         glEnable(GL_TEXTURE_2D);
1480         glEnable (GL_DEPTH_TEST);
1481         glEnable (GL_CULL_FACE);
1482 }
1483
1484 extern cvar_t contrast;
1485 extern cvar_t brightness;
1486 extern cvar_t gl_lightmode;
1487
1488 void GL_BlendView()
1489 {
1490         glMatrixMode(GL_PROJECTION);
1491     glLoadIdentity ();
1492         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
1493         glMatrixMode(GL_MODELVIEW);
1494     glLoadIdentity ();
1495         glDisable (GL_DEPTH_TEST);
1496         glDisable (GL_CULL_FACE);
1497         glDisable(GL_TEXTURE_2D);
1498         glEnable(GL_BLEND);
1499         if (lighthalf)
1500         {
1501                 glBlendFunc (GL_DST_COLOR, GL_ONE);
1502                 glBegin (GL_TRIANGLES);
1503                 glColor3f (1, 1, 1);
1504                 glVertex2f (-5000, -5000);
1505                 glVertex2f (10000, -5000);
1506                 glVertex2f (-5000, 10000);
1507                 glEnd ();
1508         }
1509         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1510         contrast.value = bound(0.2, contrast.value, 1.0);
1511         if (/*gl_polyblend.value && */v_blend[3])
1512         {
1513                 glBegin (GL_TRIANGLES);
1514                 glColor4fv (v_blend);
1515                 glVertex2f (-5000, -5000);
1516                 glVertex2f (10000, -5000);
1517                 glVertex2f (-5000, 10000);
1518                 glEnd ();
1519         }
1520
1521         glEnable (GL_CULL_FACE);
1522         glEnable (GL_DEPTH_TEST);
1523         glDisable(GL_BLEND);
1524         glEnable(GL_TEXTURE_2D);
1525 }
1526
1527 #define TIMEREPORT(DESC) \
1528         if (r_speeds2.value)\
1529         {\
1530                 temptime = -currtime;\
1531                 currtime = Sys_FloatTime();\
1532                 temptime += currtime;\
1533                 Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
1534         }
1535
1536 /*
1537 ================
1538 R_RenderView
1539
1540 r_refdef must be set before the first call
1541 ================
1542 */
1543 void R_RenderView (void)
1544 {
1545         double currtime, temptime;
1546 //      if (r_norefresh.value)
1547 //              return;
1548
1549         if (!r_worldentity.model || !cl.worldmodel)
1550                 Sys_Error ("R_RenderView: NULL worldmodel");
1551
1552         lighthalf = gl_lightmode.value;
1553
1554         FOG_framebegin();
1555         transpolyclear();
1556         wallpolyclear();
1557
1558         if (r_speeds2.value)
1559         {
1560                 currtime = Sys_FloatTime();
1561                 Con_Printf("render time: ");
1562         }
1563         R_Clear();
1564         TIMEREPORT("R_Clear")
1565
1566         // render normal view
1567
1568         R_SetupFrame ();
1569         TIMEREPORT("R_SetupFrame")
1570         R_SetFrustum ();
1571         TIMEREPORT("R_SetFrustum")
1572         R_SetupGL ();
1573         TIMEREPORT("R_SetupGL")
1574         R_MarkLeaves ();        // done here so we know if we're in water
1575         TIMEREPORT("R_MarkLeaves")
1576         R_DrawWorld ();         // adds static entities to the list
1577         TIMEREPORT("R_DrawWorld")
1578         S_ExtraUpdate ();       // don't let sound get messed up if going slow
1579         TIMEREPORT("S_ExtraUpdate")
1580         R_DrawEntitiesOnList1 (); // BSP models
1581         TIMEREPORT("R_DrawEntitiesOnList1")
1582         wallpolyrender();
1583         TIMEREPORT("wallpolyrender")
1584         R_DrawEntitiesOnList2 (); // other models
1585         TIMEREPORT("R_DrawEntitiesOnList2")
1586 //      R_RenderDlights ();
1587         R_DrawViewModel ();
1588         TIMEREPORT("R_DrawViewModel")
1589         R_DrawParticles ();
1590         TIMEREPORT("R_DrawParticles")
1591         transpolyrender();
1592         TIMEREPORT("transpolyrender")
1593
1594         FOG_frameend();
1595         GL_BlendView();
1596         TIMEREPORT("GL_BlendView")
1597         if (r_speeds2.value)
1598                 Con_Printf("\n");
1599 }