2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 //static qboolean r_cache_thrash; // compatability
27 entity_render_t *currentrenderentity;
29 int r_framecount; // used for dlight push checking
33 int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
35 qboolean envmap; // true during envmap command capture
37 // LordHavoc: moved all code related to particles into r_part.c
38 //int particletexture; // little dot for particles
39 //int playertextures; // up to 16 color translated skins
49 //float r_world_matrix[16];
50 //float r_base_world_matrix[16];
57 mleaf_t *r_viewleaf, *r_oldviewleaf;
59 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
61 //cvar_t r_norefresh = {0, "r_norefresh","0"};
62 cvar_t r_drawentities = {0, "r_drawentities","1"};
63 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
64 cvar_t r_speeds = {0, "r_speeds","0"};
65 cvar_t r_speeds2 = {0, "r_speeds2","0"};
66 cvar_t r_fullbright = {0, "r_fullbright","0"};
67 //cvar_t r_lightmap = {0, "r_lightmap","0"};
68 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
69 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
70 cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
71 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
73 cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
74 //cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
75 cvar_t r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon)
77 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
78 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
79 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
80 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
81 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
82 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
83 cvar_t gl_fogend = {0, "gl_fogend","0"};
84 cvar_t glfog = {0, "glfog", "0"};
86 cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
87 cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
89 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
92 mnode_t *nodestack[8192], *node;
95 if (R_CullBox(mins, maxs))
98 node = cl.worldmodel->nodes;
100 if (node->contents < 0)
102 if (((mleaf_t *)node)->visframe == r_framecount)
106 node = nodestack[--stack];
110 sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
112 // recurse down the contacted sides
117 // put second child on the stack for later examination
118 nodestack[stack++] = node->children[1];
119 node = node->children[0];
124 node = node->children[0];
129 node = node->children[1];
137 float fog_density, fog_red, fog_green, fog_blue;
139 qboolean oldgl_fogenable;
140 void FOG_framebegin(void)
142 if (gamemode == GAME_NEHAHRA)
144 if (gl_fogenable.value)
146 oldgl_fogenable = true;
147 fog_density = gl_fogdensity.value;
148 fog_red = gl_fogred.value;
149 fog_green = gl_foggreen.value;
150 fog_blue = gl_fogblue.value;
152 else if (oldgl_fogenable)
154 oldgl_fogenable = false;
163 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
164 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
165 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
179 // LordHavoc: Borland C++ 5.0 was choking on this line...
180 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
183 colors[1] = fog_green;
184 colors[2] = fog_blue;
193 glFogi (GL_FOG_MODE, GL_EXP2);
194 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
195 glFogfv (GL_FOG_COLOR, colors);
206 fogdensity = -4000.0f / (fog_density * fog_density);
207 // fog color was already set
214 void FOG_frameend(void)
222 if (gamemode == GAME_NEHAHRA)
224 Cvar_Set("gl_fogenable", "0");
225 Cvar_Set("gl_fogdensity", "0.2");
226 Cvar_Set("gl_fogred", "0.3");
227 Cvar_Set("gl_foggreen", "0.3");
228 Cvar_Set("gl_fogblue", "0.3");
230 fog_density = fog_red = fog_green = fog_blue = 0.0f;
233 void FOG_registercvars(void)
235 Cvar_RegisterVariable (&glfog);
236 if (gamemode == GAME_NEHAHRA)
238 Cvar_RegisterVariable (&gl_fogenable);
239 Cvar_RegisterVariable (&gl_fogdensity);
240 Cvar_RegisterVariable (&gl_fogred);
241 Cvar_RegisterVariable (&gl_foggreen);
242 Cvar_RegisterVariable (&gl_fogblue);
243 Cvar_RegisterVariable (&gl_fogstart);
244 Cvar_RegisterVariable (&gl_fogend);
248 void gl_main_start(void)
252 void gl_main_shutdown(void)
256 void gl_main_newmap(void)
260 void GL_Main_Init(void)
263 Cvar_RegisterVariable (&r_drawentities);
264 Cvar_RegisterVariable (&r_drawviewmodel);
265 Cvar_RegisterVariable (&r_speeds);
266 Cvar_RegisterVariable (&r_speeds2);
267 Cvar_RegisterVariable (&gl_lightmode);
268 // Cvar_RegisterVariable (&r_dynamicwater);
269 // Cvar_RegisterVariable (&r_dynamicbothsides);
270 Cvar_RegisterVariable (&r_fullbrights);
271 Cvar_RegisterVariable (&r_wateralpha);
272 Cvar_RegisterVariable (&r_dynamic);
273 Cvar_RegisterVariable (&r_waterripple);
274 Cvar_RegisterVariable (&r_farclip);
275 Cvar_RegisterVariable (&r_fullbright);
276 Cvar_RegisterVariable (&r_ser);
277 Cvar_RegisterVariable (&gl_viewmodeldepthhack);
278 if (gamemode == GAME_NEHAHRA)
279 Cvar_SetValue("r_fullbrights", 0);
280 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
283 extern void GL_Draw_Init(void);
284 extern void GL_Main_Init(void);
285 extern void GL_Models_Init(void);
286 extern void GL_Poly_Init(void);
287 extern void GL_Surf_Init(void);
288 extern void GL_Screen_Init(void);
289 extern void GL_Misc_Init(void);
290 extern void R_Crosshairs_Init(void);
291 extern void R_Light_Init(void);
292 extern void R_Particles_Init(void);
293 extern void R_Explosion_Init(void);
294 extern void CL_Effects_Init(void);
295 extern void R_Clip_Init(void);
296 extern void ui_init(void);
298 void Render_Init(void)
300 R_Modules_Shutdown();
324 extern char *ENGINE_EXTENSIONS;
327 gl_vendor = glGetString (GL_VENDOR);
328 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
329 gl_renderer = glGetString (GL_RENDERER);
330 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
332 gl_version = glGetString (GL_VERSION);
333 Con_Printf ("GL_VERSION: %s\n", gl_version);
334 gl_extensions = glGetString (GL_EXTENSIONS);
335 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
337 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
339 // VID_CheckMultitexture();
341 // VID_CheckCombine();
342 VID_CheckExtensions();
344 // LordHavoc: report supported extensions
345 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
347 glCullFace(GL_FRONT);
348 glEnable(GL_TEXTURE_2D);
349 // glDisable(GL_ALPHA_TEST);
350 glAlphaFunc(GL_GREATER, 0.5);
352 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
356 //==================================================================================
358 void R_Entity_Callback(void *data, void *junk)
360 ((entity_render_t *)data)->visframe = r_framecount;
363 static void R_AddModelEntities (void)
368 if (!r_drawentities.value)
371 for (i = 0;i < cl_numvisedicts;i++)
373 currentrenderentity = &cl_visedicts[i]->render;
375 // move view-relative models to where they should be
376 if (currentrenderentity->flags & RENDER_VIEWMODEL)
378 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
379 currentrenderentity->flags -= RENDER_VIEWMODEL;
381 VectorCopy(currentrenderentity->origin, v);
382 currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
383 currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
384 currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
386 VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
389 if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
391 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
392 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
394 else if (currentrenderentity->angles[1])
396 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
397 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
401 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
402 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
404 if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
407 R_LerpAnimation(currentrenderentity);
409 currentrenderentity->model->SERAddEntity();
411 currentrenderentity->visframe = r_framecount;
415 void R_DrawModels1 (void)
419 if (!r_drawentities.value)
422 for (i = 0;i < cl_numvisedicts;i++)
424 currentrenderentity = &cl_visedicts[i]->render;
425 if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawEarly)
426 currentrenderentity->model->DrawEarly();
430 void R_DrawModels2 (void)
434 if (!r_drawentities.value)
437 for (i = 0;i < cl_numvisedicts;i++)
439 currentrenderentity = &cl_visedicts[i]->render;
440 if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawLate)
441 currentrenderentity->model->DrawLate();
450 void R_DrawViewModel (void)
452 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
455 currentrenderentity = &cl.viewent.render;
457 R_LerpAnimation(currentrenderentity);
459 // hack the depth range to prevent view model from poking into walls
460 if (gl_viewmodeldepthhack.value)
461 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
462 currentrenderentity->model->DrawLate();
463 if (gl_viewmodeldepthhack.value)
464 glDepthRange (gldepthmin, gldepthmax);
467 static void R_SetFrustum (void)
471 // LordHavoc: note to all quake engine coders, this code was making the
472 // view frustum taller than it should have been (it assumed the view is
473 // square; it is not square), so I disabled it
475 if (r_refdef.fov_x == 90)
477 // front side is visible
479 VectorAdd (vpn, vright, frustum[0].normal);
480 VectorSubtract (vpn, vright, frustum[1].normal);
482 VectorAdd (vpn, vup, frustum[2].normal);
483 VectorSubtract (vpn, vup, frustum[3].normal);
488 // rotate VPN right by FOV_X/2 degrees
489 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
490 // rotate VPN left by FOV_X/2 degrees
491 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
492 // rotate VPN up by FOV_X/2 degrees
493 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
494 // rotate VPN down by FOV_X/2 degrees
495 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
498 for (i=0 ; i<4 ; i++)
500 frustum[i].type = PLANE_ANYZ;
501 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
502 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
503 PlaneClassify(&frustum[i]);
512 static void R_SetupFrame (void)
514 // don't allow cheats in multiplayer
515 if (cl.maxclients > 1)
517 if (r_fullbright.value != 0)
518 Cvar_Set ("r_fullbright", "0");
519 if (r_ambient.value != 0)
520 Cvar_Set ("r_ambient", "0");
525 // build the transformation matrix for the given view angles
526 VectorCopy (r_refdef.vieworg, r_origin);
528 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
531 r_oldviewleaf = r_viewleaf;
532 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
534 V_SetContentsColor (r_viewleaf->contents);
537 // r_cache_thrash = false;
555 static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
559 xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
560 ymax = zNear * tan( fovy * M_PI / 360.0 );
562 if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
564 xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
565 ymax *= (sin(cl.time * 3) * 0.03 + 0.97);
568 glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
577 static void R_SetupGL (void)
583 glMatrixMode(GL_PROJECTION);
586 // y is weird beause OpenGL is bottom to top, we use top to bottom
587 glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
588 // yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
589 MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip.value);
591 glCullFace(GL_FRONT);
593 glMatrixMode(GL_MODELVIEW);
596 glRotatef (-90, 1, 0, 0); // put Z going up
597 glRotatef (90, 0, 0, 1); // put Z going up
598 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
599 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
600 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
601 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
603 // glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
608 // if (gl_cull.value)
609 glEnable(GL_CULL_FACE);
611 // glDisable(GL_CULL_FACE);
613 glEnable(GL_BLEND); // was Disable
614 glDisable(GL_ALPHA_TEST);
615 glAlphaFunc(GL_GREATER, 0.5);
616 glEnable(GL_DEPTH_TEST);
618 glShadeModel(GL_SMOOTH);
626 static void R_Clear (void)
630 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
633 glDepthFunc (GL_LEQUAL);
635 glDepthRange (gldepthmin, gldepthmax);
638 static void GL_BlendView(void)
643 if (v_blend[3] < 0.01f)
646 glMatrixMode(GL_PROJECTION);
648 glOrtho (0, 256, 256, 0, -99999, 99999);
649 glMatrixMode(GL_MODELVIEW);
651 glDisable (GL_DEPTH_TEST);
652 glDisable (GL_CULL_FACE);
653 glDisable(GL_TEXTURE_2D);
655 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
656 glBegin (GL_TRIANGLES);
658 glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
660 glColor4fv (v_blend);
661 glVertex2f (-5000, -5000);
662 glVertex2f (10000, -5000);
663 glVertex2f (-5000, 10000);
666 glEnable (GL_CULL_FACE);
667 glEnable (GL_DEPTH_TEST);
669 glEnable(GL_TEXTURE_2D);
676 r_refdef must be set before the first call
679 extern void UploadLightmaps(void);
680 extern void R_DrawSurfaces(void);
681 extern void R_DrawPortals(void);
682 char r_speeds2_string[1024];
683 int speedstringcount;
685 void timestring(int t, char *desc)
690 sprintf(tempbuf, " %6ius %s", t, desc);
692 sprintf(tempbuf, " %6ims %s", t / 1000, desc);
693 length = strlen(tempbuf);
694 // while (length < 20)
695 // tempbuf[length++] = ' ';
696 // tempbuf[length] = 0;
697 if (speedstringcount + length > 80)
699 strcat(r_speeds2_string, "\n");
700 speedstringcount = 0;
702 // skip the space at the beginning if it's the first on the line
703 if (speedstringcount == 0)
705 strcat(r_speeds2_string, tempbuf + 1);
706 speedstringcount = length - 1;
710 strcat(r_speeds2_string, tempbuf);
711 speedstringcount += length;
715 #define TIMEREPORT(NAME) \
716 if (r_speeds2.value)\
718 temptime = currtime;\
719 currtime = Sys_DoubleTime();\
720 timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
723 void R_RenderView (void)
725 double starttime, currtime, temptime;
728 Host_Error ("R_RenderView: NULL worldmodel");
732 speedstringcount = 0;
733 sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n",
734 r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]),
735 c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly,
736 c_faces, c_nodes, c_leafs,
737 c_models, c_bmodels, c_sprites, c_particles, c_dlights);
739 starttime = currtime = Sys_DoubleTime();
742 starttime = currtime = 0;
745 TIMEREPORT("mparticles")
747 TIMEREPORT("mexplosion")
754 // render normal view
768 TIMEREPORT("addworld ")
770 R_AddModelEntities();
771 TIMEREPORT("addmodels ")
774 TIMEREPORT("scanedge ")
776 // now mark the lit surfaces
778 TIMEREPORT("marklights")
782 // yes this does add the world after the brush models when using the SER
785 TIMEREPORT("surfaces ");
788 TIMEREPORT("uploadlmap")
791 TIMEREPORT("skypoly ")
794 TIMEREPORT("wallpoly1 ")
797 TIMEREPORT("ddecal ")
800 TIMEREPORT("wallpoly2 ")
802 // don't let sound skip if going slow
803 if (!intimerefresh && !r_speeds2.value)
808 TIMEREPORT("models ")
811 TIMEREPORT("dparticles")
814 TIMEREPORT("dexplosion")
817 TIMEREPORT("transpoly ")
825 timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total ");