]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
added CVAR_SAVE and CVAR_NOTIFY flags to cvar_t structure (at the beginning), updated...
[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 qboolean        r_cache_thrash;         // compatability
25
26 vec3_t          modelorg, r_entorigin;
27 entity_t        *currententity;
28
29 int                     r_framecount;           // used for dlight push checking
30
31 mplane_t        frustum[4];
32
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;
34
35 qboolean        envmap;                         // true during envmap command capture 
36
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
40
41 //
42 // view origin
43 //
44 vec3_t  vup;
45 vec3_t  vpn;
46 vec3_t  vright;
47 vec3_t  r_origin;
48
49 float   r_world_matrix[16];
50 float   r_base_world_matrix[16];
51
52 //
53 // screen size info
54 //
55 refdef_t        r_refdef;
56
57 mleaf_t         *r_viewleaf, *r_oldviewleaf;
58
59 unsigned short  d_lightstylevalue[256]; // 8.8 fraction of base light value
60
61 float ixtable[4096];
62
63 void R_MarkLeaves (void);
64
65 //cvar_t        r_norefresh = {0, "r_norefresh","0"};
66 cvar_t  r_drawentities = {0, "r_drawentities","1"};
67 cvar_t  r_drawviewmodel = {0, "r_drawviewmodel","1"};
68 cvar_t  r_speeds = {0, "r_speeds","0"};
69 cvar_t  r_speeds2 = {0, "r_speeds2","0"};
70 cvar_t  r_fullbright = {0, "r_fullbright","0"};
71 //cvar_t        r_lightmap = {0, "r_lightmap","0"};
72 cvar_t  r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
73 cvar_t  r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
74 cvar_t  r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
75 cvar_t  r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
76
77 cvar_t  gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
78 //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...
79 cvar_t  r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon)
80
81 cvar_t  gl_fogenable = {0, "gl_fogenable", "0"};
82 cvar_t  gl_fogdensity = {0, "gl_fogdensity", "0.25"};
83 cvar_t  gl_fogred = {0, "gl_fogred","0.3"};
84 cvar_t  gl_foggreen = {0, "gl_foggreen","0.3"};
85 cvar_t  gl_fogblue = {0, "gl_fogblue","0.3"};
86 cvar_t  gl_fogstart = {0, "gl_fogstart", "0"};
87 cvar_t  gl_fogend = {0, "gl_fogend","0"};
88 cvar_t  glfog = {0, "glfog", "0"};
89
90 /*
91 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
92 {
93         int sides;
94         mnode_t *nodestack[8192], *node;
95         int stack = 0;
96
97         node = cl.worldmodel->nodes;
98 loc0:
99         if (node->contents < 0)
100         {
101                 if (((mleaf_t *)node)->visframe == r_framecount)
102                 {
103                         if (R_CullBox(mins, maxs))
104                                 return true;
105                         return false;
106                 }
107                 if (!stack)
108                         return true;
109                 node = nodestack[--stack];
110                 goto loc0;
111         }
112
113         sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
114
115 // recurse down the contacted sides
116         if (sides & 1)
117         {
118                 if (sides & 2) // 3
119                 {
120                         // put second child on the stack for later examination
121                         nodestack[stack++] = node->children[1];
122                         node = node->children[0];
123                         goto loc0;
124                 }
125                 else // 1
126                 {
127                         node = node->children[0];
128                         goto loc0;
129                 }
130         }
131         // 2
132         node = node->children[1];
133         goto loc0;
134 }
135 */
136
137 qboolean lighthalf;
138
139 vec3_t fogcolor;
140 vec_t fogdensity;
141 float fog_density, fog_red, fog_green, fog_blue;
142 qboolean fogenabled;
143 qboolean oldgl_fogenable;
144 void FOG_framebegin(void)
145 {
146         if (nehahra)
147         {
148 //              if (!Nehahrademcompatibility)
149 //                      gl_fogenable.value = 0;
150                 if (gl_fogenable.value)
151                 {
152                         oldgl_fogenable = true;
153                         fog_density = gl_fogdensity.value;
154                         fog_red = gl_fogred.value;
155                         fog_green = gl_foggreen.value;
156                         fog_blue = gl_fogblue.value;
157                 }
158                 else if (oldgl_fogenable)
159                 {
160                         oldgl_fogenable = false;
161                         fog_density = 0;
162                         fog_red = 0;
163                         fog_green = 0;
164                         fog_blue = 0;
165                 }
166         }
167         if (fog_density)
168         {
169                         fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
170                         fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
171                         fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
172                         if (lighthalf)
173                         {
174                                 fogcolor[0] *= 0.5f;
175                                 fogcolor[1] *= 0.5f;
176                                 fogcolor[2] *= 0.5f;
177                         }
178         }
179         if (glfog.value)
180         {
181                 if (!r_render.value)
182                         return;
183                 if(fog_density)
184                 {
185                         // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
186                         //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
187                         GLfloat colors[4];
188                         colors[0] = fog_red;
189                         colors[1] = fog_green;
190                         colors[2] = fog_blue;
191                         colors[3] = 1;
192                         if (lighthalf)
193                         {
194                                 colors[0] *= 0.5f;
195                                 colors[1] *= 0.5f;
196                                 colors[2] *= 0.5f;
197                         }
198
199                         glFogi (GL_FOG_MODE, GL_EXP2);
200                         glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
201                         glFogfv (GL_FOG_COLOR, colors);
202                         glEnable (GL_FOG);
203                 }
204                 else
205                         glDisable(GL_FOG);
206         }
207         else
208         {
209                 if (fog_density)
210                 {
211                         fogenabled = true;
212                         fogdensity = -4000.0f / (fog_density * fog_density);
213                         // fog color was already set
214                 }
215                 else
216                         fogenabled = false;
217         }
218 }
219
220 void FOG_frameend(void)
221 {
222         if (glfog.value)
223                 glDisable(GL_FOG);
224 }
225
226 void FOG_clear(void)
227 {
228         if (nehahra)
229         {
230                 Cvar_Set("gl_fogenable", "0");
231                 Cvar_Set("gl_fogdensity", "0.2");
232                 Cvar_Set("gl_fogred", "0.3");
233                 Cvar_Set("gl_foggreen", "0.3");
234                 Cvar_Set("gl_fogblue", "0.3");
235         }
236         fog_density = fog_red = fog_green = fog_blue = 0.0f;
237 }
238
239 void FOG_registercvars(void)
240 {
241         Cvar_RegisterVariable (&glfog);
242         if (nehahra)
243         {
244                 Cvar_RegisterVariable (&gl_fogenable);
245                 Cvar_RegisterVariable (&gl_fogdensity);
246                 Cvar_RegisterVariable (&gl_fogred);
247                 Cvar_RegisterVariable (&gl_foggreen);
248                 Cvar_RegisterVariable (&gl_fogblue);
249                 Cvar_RegisterVariable (&gl_fogstart);
250                 Cvar_RegisterVariable (&gl_fogend);
251         }
252 }
253
254 void gl_main_start(void)
255 {
256 }
257
258 void gl_main_shutdown(void)
259 {
260 }
261
262 void gl_main_newmap(void)
263 {
264 }
265
266 void GL_Main_Init(void)
267 {
268         int a;
269         FOG_registercvars();
270         // LordHavoc: setup 1.0f / N table for quick recipricols of integers
271         ixtable[0] = 0;
272         for (a = 1;a < 4096;a++)
273                 ixtable[a] = 1.0f / a;
274         Cvar_RegisterVariable (&r_drawentities);
275         Cvar_RegisterVariable (&r_drawviewmodel);
276         Cvar_RegisterVariable (&r_speeds);
277         Cvar_RegisterVariable (&r_speeds2);
278         Cvar_RegisterVariable (&gl_lightmode);
279 //      Cvar_RegisterVariable (&r_dynamicwater);
280 //      Cvar_RegisterVariable (&r_dynamicbothsides);
281         Cvar_RegisterVariable (&r_fullbrights);
282         Cvar_RegisterVariable (&r_wateralpha);
283         Cvar_RegisterVariable (&r_dynamic);
284         Cvar_RegisterVariable (&r_waterripple);
285         Cvar_RegisterVariable (&r_farclip);
286         if (nehahra)
287                 Cvar_SetValue("r_fullbrights", 0);
288 //      if (gl_vendor && strstr(gl_vendor, "3Dfx"))
289 //              gl_lightmode.value = 0;
290         Cvar_RegisterVariable (&r_fullbright);
291         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
292 }
293
294 extern void GL_Draw_Init(void);
295 extern void GL_Main_Init(void);
296 extern void GL_Models_Init(void);
297 extern void GL_Poly_Init(void);
298 extern void GL_Surf_Init(void);
299 extern void GL_Screen_Init(void);
300 extern void GL_Misc_Init(void);
301 extern void R_Crosshairs_Init(void);
302 extern void R_Light_Init(void);
303 extern void R_Particles_Init(void);
304 extern void R_Explosion_Init(void);
305 extern void CL_Effects_Init(void);
306 extern void R_Clip_Init(void);
307 extern void ui_init(void);
308
309 void Render_Init(void)
310 {
311         R_Modules_Shutdown();
312         R_Clip_Init();
313         GL_Draw_Init();
314         GL_Main_Init();
315         GL_Models_Init();
316         GL_Poly_Init();
317         GL_Surf_Init();
318         GL_Screen_Init();
319         GL_Misc_Init();
320         R_Crosshairs_Init();
321         R_Light_Init();
322         R_Particles_Init();
323         R_Explosion_Init();
324         CL_Effects_Init();
325         R_Decals_Init();
326         ui_init();
327         R_Modules_Start();
328 }
329
330 /*
331 ===============
332 GL_Init
333 ===============
334 */
335 extern char *ENGINE_EXTENSIONS;
336 void GL_Init (void)
337 {
338         gl_vendor = glGetString (GL_VENDOR);
339         Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
340         gl_renderer = glGetString (GL_RENDERER);
341         Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
342
343         gl_version = glGetString (GL_VERSION);
344         Con_Printf ("GL_VERSION: %s\n", gl_version);
345         gl_extensions = glGetString (GL_EXTENSIONS);
346         Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
347
348 //      Con_Printf ("%s %s\n", gl_renderer, gl_version);
349
350         VID_CheckMultitexture();
351         VID_CheckCVA();
352
353         // LordHavoc: report supported extensions
354         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
355
356         glCullFace(GL_FRONT);
357         glEnable(GL_TEXTURE_2D);
358 //      glDisable(GL_ALPHA_TEST);
359         glAlphaFunc(GL_GREATER, 0.5);
360
361 //      glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
362 }
363
364
365 /*
366 void R_RotateForEntity (entity_t *e)
367 {
368         glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
369
370         glRotatef (e->angles[1],  0, 0, 1);
371         glRotatef (-e->angles[0],  0, 1, 0);
372         glRotatef (e->angles[2],  1, 0, 0);
373
374         glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
375 }
376 */
377
378 // LordHavoc: shading stuff
379 vec3_t  shadevector;
380 vec3_t  shadecolor;
381
382 float   modelalpha;
383
384 //==================================================================================
385
386 void R_LerpUpdate(entity_t *ent)
387 {
388         int frame;
389         frame = ent->render.frame;
390         if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
391         {
392                 Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
393                 frame = 0;
394         }
395
396         if (ent->render.lerp_model != ent->render.model)
397         {
398                 // reset all interpolation information
399                 ent->render.lerp_model = ent->render.model;
400                 ent->render.frame1 = ent->render.frame2 = frame;
401                 ent->render.frame1start = ent->render.frame2start = cl.time;
402                 ent->render.framelerp = 1;
403                 ent->render.lerp_starttime = 0;
404         }
405         else if (ent->render.frame2 != frame)
406         {
407                 // transition to new frame
408                 ent->render.frame1 = ent->render.frame2;
409                 ent->render.frame1start = ent->render.frame2start;
410                 ent->render.frame2 = frame;
411                 ent->render.frame2start = cl.time;
412                 ent->render.framelerp = 0;
413                 ent->render.lerp_starttime = cl.time;
414         }
415         else
416         {
417                 // lerp_starttime < 0 is used to prevent changing of framelerp
418                 if (ent->render.lerp_starttime >= 0)
419                 {
420                         // update transition
421                         ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
422                         ent->render.framelerp = bound(0, ent->render.framelerp, 1);
423                 }
424         }
425 }
426
427
428 void R_PrepareEntities (void)
429 {
430         int i;
431         entity_t *ent;
432         vec3_t v;
433         // this updates entities that are supposed to be view relative
434         for (i = 0;i < cl_numvisedicts;i++)
435         {
436                 ent = cl_visedicts[i];
437
438                 if (ent->render.flags & RENDER_VIEWMODEL)
439                 {
440                         // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
441                         ent->render.flags -= RENDER_VIEWMODEL;
442                         // transform origin
443                         VectorCopy(ent->render.origin, v);
444                         ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
445                         ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
446                         ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
447                         // adjust angles
448                         VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
449                 }
450         }
451 }
452
453 void R_Entity_Callback(void *data, void *junk)
454 {
455         ((entity_t *)data)->render.visframe = r_framecount;
456 }
457
458 void R_AddModelEntities (void)
459 {
460         int             i;
461         vec3_t  mins, maxs;
462         frameblend_t blend[4];
463
464         if (!r_drawentities.value)
465                 return;
466
467         for (i = 0;i < cl_numvisedicts;i++)
468         {
469                 currententity = cl_visedicts[i];
470                 if (currententity->render.model->type == mod_brush)
471                 {
472                         modelalpha = currententity->render.alpha;
473                         R_DrawBrushModel (currententity);
474                 }
475                 else if (currententity->render.model->type == mod_alias)
476                 {
477                         VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
478                         VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
479                         R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL);
480                 }
481                 else if (currententity->render.model->type == mod_sprite)
482                 {
483                         R_LerpUpdate(currententity);
484                         R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
485                         R_ClipSprite(currententity, blend);
486                 }
487         }
488 }
489
490 /*
491 =============
492 R_DrawEntitiesOnList
493 =============
494 */
495 /*
496 void R_DrawEntitiesOnList1 (void)
497 {
498         int             i;
499
500         if (!r_drawentities.value)
501                 return;
502
503         for (i = 0;i < cl_numvisedicts;i++)
504         {
505                 if (cl_visedicts[i]->render.visframe != r_framecount)
506                         continue;
507                 if (cl_visedicts[i]->render.model->type != mod_brush)
508                         continue;
509                 currententity = cl_visedicts[i];
510                 modelalpha = currententity->render.alpha;
511
512                 R_DrawBrushModel (currententity);
513         }
514 }
515 */
516
517 void R_DrawModels (void)
518 {
519         int             i;
520         frameblend_t blend[4];
521 //      vec3_t  mins, maxs;
522
523         if (!r_drawentities.value)
524                 return;
525
526         for (i = 0;i < cl_numvisedicts;i++)
527         {
528                 if (cl_visedicts[i]->render.visframe != r_framecount)
529                         continue;
530                 currententity = cl_visedicts[i];
531                 if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite)
532                         continue;
533
534                 modelalpha = currententity->render.alpha;
535
536                 if (currententity->render.model->type == mod_alias)
537                 {
538                         // only lerp models here because sprites were already lerped for their clip polygon
539                         R_LerpUpdate(currententity);
540                         R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
541                         R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
542                 }
543                 else //if (currententity->render.model->type == mod_sprite)
544                 {
545                         // build blend array
546                         R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
547                         R_DrawSpriteModel (currententity, blend);
548                 }
549
550                 /*
551                 VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins);
552                 VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs);
553
554                 switch (cl_visedicts[i]->render.model->type)
555                 {
556                 case mod_alias:
557                         R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL);
558                         break;
559                 case mod_sprite:
560                         R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL);
561                         break;
562                 }
563                 */
564         }
565 }
566
567 /*
568 =============
569 R_DrawViewModel
570 =============
571 */
572 void R_DrawViewModel (void)
573 {
574         frameblend_t blend[4];
575
576         if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
577                 return;
578
579         currententity = &cl.viewent;
580         currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
581         currententity->render.effects = cl_entities[cl.viewentity].render.effects;
582         currententity->render.scale = 1;
583         VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
584
585         R_LerpUpdate(currententity);
586         R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
587
588         // hack the depth range to prevent view model from poking into walls
589         glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
590         R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
591         glDepthRange (gldepthmin, gldepthmax);
592 }
593
594 void R_DrawBrushModel (entity_t *e);
595
596 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
597
598 void R_SetFrustum (void)
599 {
600         int             i;
601
602         // LordHavoc: note to all quake engine coders, this code was making the
603         // view frustum taller than it should have been (it assumed the view is
604         // square; it is not square), so I disabled it
605         /*
606         if (r_refdef.fov_x == 90)
607         {
608                 // front side is visible
609
610                 VectorAdd (vpn, vright, frustum[0].normal);
611                 VectorSubtract (vpn, vright, frustum[1].normal);
612
613                 VectorAdd (vpn, vup, frustum[2].normal);
614                 VectorSubtract (vpn, vup, frustum[3].normal);
615         }
616         else
617         {
618         */
619                 // rotate VPN right by FOV_X/2 degrees
620                 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
621                 // rotate VPN left by FOV_X/2 degrees
622                 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
623                 // rotate VPN up by FOV_X/2 degrees
624                 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
625                 // rotate VPN down by FOV_X/2 degrees
626                 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
627         //}
628
629         for (i=0 ; i<4 ; i++)
630         {
631                 frustum[i].type = PLANE_ANYZ;
632                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
633 //              frustum[i].signbits = SignbitsForPlane (&frustum[i]);
634                 PlaneClassify(&frustum[i]);
635         }
636 }
637
638 void R_AnimateLight (void);
639 void V_CalcBlend (void);
640
641 /*
642 ===============
643 R_SetupFrame
644 ===============
645 */
646 void R_SetupFrame (void)
647 {
648 // don't allow cheats in multiplayer
649         if (cl.maxclients > 1)
650         {
651                 Cvar_Set ("r_fullbright", "0");
652                 Cvar_Set ("r_ambient", "0");
653         }
654
655         r_framecount++;
656
657 // build the transformation matrix for the given view angles
658         VectorCopy (r_refdef.vieworg, r_origin);
659
660         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
661
662 // current viewleaf
663         r_oldviewleaf = r_viewleaf;
664         r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
665
666         V_SetContentsColor (r_viewleaf->contents);
667         V_CalcBlend ();
668
669         r_cache_thrash = false;
670
671         c_brush_polys = 0;
672         c_alias_polys = 0;
673         c_light_polys = 0;
674         c_faces = 0;
675         c_nodes = 0;
676         c_leafs = 0;
677         c_models = 0;
678         c_bmodels = 0;
679         c_sprites = 0;
680         c_particles = 0;
681 //      c_dlights = 0;
682
683         R_AnimateLight ();
684 }
685
686
687 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
688 {
689    GLdouble xmin, xmax, ymin, ymax;
690
691    ymax = zNear * tan( fovy * M_PI / 360.0 );
692    ymin = -ymax;
693
694    xmin = ymin * aspect;
695    xmax = ymax * aspect;
696
697    glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
698 }
699
700
701 /*
702 =============
703 R_SetupGL
704 =============
705 */
706 void R_SetupGL (void)
707 {
708         float   screenaspect;
709         int             x, x2, y2, y, w, h;
710
711         if (!r_render.value)
712                 return;
713         //
714         // set up viewpoint
715         //
716         glMatrixMode(GL_PROJECTION);
717     glLoadIdentity ();
718         x = r_refdef.vrect.x * glwidth/vid.width;
719         x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
720         y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
721         y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
722
723         // fudge around because of frac screen scale
724         if (x > 0)
725                 x--;
726         if (x2 < glwidth)
727                 x2++;
728         if (y2 < 0)
729                 y2--;
730         if (y < glheight)
731                 y++;
732
733         w = x2 - x;
734         h = y - y2;
735
736         if (envmap)
737         {
738                 x = y2 = 0;
739                 w = h = 256;
740         }
741
742         glViewport (glx + x, gly + y2, w, h);
743     screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
744 //      yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
745         MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
746
747         glCullFace(GL_FRONT);
748
749         glMatrixMode(GL_MODELVIEW);
750     glLoadIdentity ();
751
752     glRotatef (-90,  1, 0, 0);      // put Z going up
753     glRotatef (90,  0, 0, 1);       // put Z going up
754     glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
755     glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
756     glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
757     glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
758
759         glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
760
761         //
762         // set drawing parms
763         //
764 //      if (gl_cull.value)
765                 glEnable(GL_CULL_FACE);
766 //      else
767 //              glDisable(GL_CULL_FACE);
768
769         glEnable(GL_BLEND); // was Disable
770         glDisable(GL_ALPHA_TEST);
771         glAlphaFunc(GL_GREATER, 0.5);
772         glEnable(GL_DEPTH_TEST);
773         glDepthMask(1);
774         glShadeModel(GL_SMOOTH);
775 }
776
777 /*
778 =============
779 R_Clear
780 =============
781 */
782 void R_Clear (void)
783 {
784         if (!r_render.value)
785                 return;
786 //      glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
787         gldepthmin = 0;
788         gldepthmax = 1;
789         glDepthFunc (GL_LEQUAL);
790
791         glDepthRange (gldepthmin, gldepthmax);
792 }
793
794 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
795 void GL_Brighten(void)
796 {
797         if (!r_render.value)
798                 return;
799         glMatrixMode(GL_PROJECTION);
800     glLoadIdentity ();
801         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
802         glMatrixMode(GL_MODELVIEW);
803     glLoadIdentity ();
804         glDisable (GL_DEPTH_TEST);
805         glDisable (GL_CULL_FACE);
806         glDisable(GL_TEXTURE_2D);
807         glEnable(GL_BLEND);
808         glBlendFunc (GL_DST_COLOR, GL_ONE);
809         glBegin (GL_TRIANGLES);
810         glColor3f (1, 1, 1);
811         glVertex2f (-5000, -5000);
812         glVertex2f (10000, -5000);
813         glVertex2f (-5000, 10000);
814         glEnd ();
815         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
816         glDisable(GL_BLEND);
817         glEnable(GL_TEXTURE_2D);
818         glEnable (GL_DEPTH_TEST);
819         glEnable (GL_CULL_FACE);
820 }
821
822 void GL_BlendView(void)
823 {
824         if (!r_render.value)
825                 return;
826
827         if (v_blend[3] < 0.01f)
828                 return;
829
830         glMatrixMode(GL_PROJECTION);
831     glLoadIdentity ();
832         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
833         glMatrixMode(GL_MODELVIEW);
834     glLoadIdentity ();
835         glDisable (GL_DEPTH_TEST);
836         glDisable (GL_CULL_FACE);
837         glDisable(GL_TEXTURE_2D);
838         glEnable(GL_BLEND);
839         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
840         glBegin (GL_TRIANGLES);
841         if (lighthalf)
842                 glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
843         else
844                 glColor4fv (v_blend);
845         glVertex2f (-5000, -5000);
846         glVertex2f (10000, -5000);
847         glVertex2f (-5000, 10000);
848         glEnd ();
849
850         glEnable (GL_CULL_FACE);
851         glEnable (GL_DEPTH_TEST);
852         glDisable(GL_BLEND);
853         glEnable(GL_TEXTURE_2D);
854 }
855
856 /*
857 ================
858 R_RenderView
859
860 r_refdef must be set before the first call
861 ================
862 */
863 extern void R_Sky(void);
864 extern void UploadLightmaps(void);
865 extern void R_DrawSurfaces(void);
866 extern void R_DrawPortals(void);
867 char r_speeds2_string[1024];
868 int speedstringcount;
869
870 void timestring(int t, char *desc)
871 {
872         char tempbuf[256];
873         int length;
874         if (t < 1000000)
875                 sprintf(tempbuf, " %6ius %s", t, desc);
876         else
877                 sprintf(tempbuf, " %6ims %s", t / 1000, desc);
878         length = strlen(tempbuf);
879 //      while (length < 20)
880 //              tempbuf[length++] = ' ';
881 //      tempbuf[length] = 0;
882         if (speedstringcount + length > 80)
883         {
884                 strcat(r_speeds2_string, "\n");
885                 speedstringcount = 0;
886         }
887         // skip the space at the beginning if it's the first on the line
888         if (speedstringcount == 0)
889         {
890                 strcat(r_speeds2_string, tempbuf + 1);
891                 speedstringcount = length - 1;
892         }
893         else
894         {
895                 strcat(r_speeds2_string, tempbuf);
896                 speedstringcount += length;
897         }
898 }
899
900 #define TIMEREPORT(NAME) \
901         if (r_speeds2.value)\
902         {\
903                 temptime = currtime;\
904                 currtime = Sys_DoubleTime();\
905                 timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
906         }
907
908 void R_RenderView (void)
909 {
910         double starttime, currtime, temptime;
911 //      if (r_norefresh.value)
912 //              return;
913
914         if (!cl.worldmodel)
915                 Host_Error ("R_RenderView: NULL worldmodel");
916
917         if (r_speeds2.value)
918         {
919                 starttime = currtime = Sys_DoubleTime();
920
921                 speedstringcount = 0;
922                 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",
923                         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]),
924                         c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly,
925                         c_faces, c_nodes, c_leafs,
926                         c_models, c_bmodels, c_sprites, c_particles, c_dlights);
927         }
928         else
929                 starttime = currtime = 0;
930
931         R_MoveParticles ();
932         R_MoveExplosions();
933
934         lighthalf = gl_lightmode.value;
935
936         FOG_framebegin();
937
938         R_Clear();
939         TIMEREPORT("clear     ")
940
941         // render normal view
942
943         R_SetupFrame ();
944         R_SetFrustum ();
945         R_SetupGL ();
946         R_Clip_StartFrame();
947
948         R_PrepareEntities();
949
950         skypolyclear();
951         wallpolyclear();
952         transpolyclear();
953
954         TIMEREPORT("setup     ")
955
956         R_DrawWorld ();
957         TIMEREPORT("world     ")
958
959         R_AddModelEntities();
960         TIMEREPORT("addmodels")
961
962         R_Clip_EndFrame();
963         TIMEREPORT("scanedge  ")
964
965         // now mark the lit surfaces
966         R_PushDlights ();
967         // yes this does add the world surfaces after the brush models
968         R_DrawSurfaces ();
969         R_DrawPortals ();
970         TIMEREPORT("surfaces  ");
971
972         UploadLightmaps();
973         TIMEREPORT("uploadlmap")
974
975         // fogged sky polys, affects depth
976         skypolyrender();
977
978         // does not affect depth, draws over the sky polys
979         if (currentskypoly)
980                 R_Sky();
981         TIMEREPORT("skypoly   ")
982
983         wallpolyrender();
984         TIMEREPORT("wallpoly  ")
985
986         GL_DrawDecals();
987         TIMEREPORT("ddecal    ")
988
989         // don't let sound skip if going slow
990         if (!intimerefresh && !r_speeds2.value)
991                 S_ExtraUpdate ();
992
993         R_DrawViewModel ();
994         R_DrawModels ();
995         TIMEREPORT("models    ")
996
997         R_DrawParticles ();
998         TIMEREPORT("dparticles")
999         R_DrawExplosions();
1000         TIMEREPORT("dexplosion")
1001
1002         transpolyrender();
1003         TIMEREPORT("transpoly ")
1004
1005         FOG_frameend();
1006
1007         GL_BlendView();
1008         TIMEREPORT("blend     ")
1009
1010         if (r_speeds2.value)
1011                 timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total    ");
1012 }