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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include "gl_model.h"
#include "gl_local.h"
#include "vx_stuff.h"
#include "vx_vertexlights.h"
#include "utils.h"
#include "qsound.h"
#include "hud.h"
#include "hud_common.h"
#include "gl_bloom.h"
#include "rulesets.h"
#include "teamplay.h"
void CI_Init(void);
void OnChange_gl_clearColor(cvar_t *v, char *s, qbool *cancel);
void SCR_OnChangeMVHudPos(cvar_t *var, char *newval, qbool *cancel);
void OnChange_r_drawflat(cvar_t *v, char *skyname, qbool *cancel);
void OnChange_r_skyname(cvar_t *v, char *s, qbool *cancel);
void R_MarkLeaves(void);
void R_InitBubble(void);
extern msurface_t *alphachain;
extern cvar_t maxclients;
extern vec3_t lightcolor;
extern vec3_t lightspot;
extern float bubblecolor[NUM_DLIGHTTYPES][4];
#define NUMVERTEXNORMALS 162
#define SHADEDOT_QUANT 64
// precalculated dot products for quantized angles
byte r_avertexnormal_dots[SHADEDOT_QUANT][NUMVERTEXNORMALS] =
#include "anorm_dots.h"
;
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
byte *shadedots = r_avertexnormal_dots[0];
texture_t *r_notexture_mip = NULL;
refdef2_t r_refdef2; // screen size info
refdef_t r_refdef; // screen size info
entity_t r_worldentity;
entity_t *currententity;
mplane_t frustum[4];
mleaf_t *r_viewleaf;
mleaf_t *r_oldviewleaf;
mleaf_t *r_viewleaf2; // for watervis hack
mleaf_t *r_oldviewleaf2; // for watervis hack
vec3_t dlight_color;
vec3_t modelorg, r_entorigin;
vec3_t vup, vpn, vright; // view origin
vec3_t r_origin; // view origin
vec3_t vertexlight;
vec3_t shadevector;
float gldepthmin, gldepthmax;
float r_world_matrix[16];
float r_base_world_matrix[16];
float r_framelerp;
float r_modelalpha;
float r_lerpdistance;
float r_modelcolor[3];
float r_shellcolor[3];
float shadelight;
float ambientlight;
float apitch;
float ayaw;
float clearColor[3] = {0, 0, 0};
qbool r_cache_thrash; // compatability
qbool full_light;
int lastposenum;
int shelltexture = 0;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
int c_brush_polys;
int c_alias_polys;
int lightmode = 2;
int sceneblur_texture; // motion blur.
int d_lightstylevalue[256]; // 8.8 fraction of base light value
int particletexture; // little dot for particles
int playertextures; // up to 16 color translated skins
int playernmtextures[MAX_CLIENTS];
int playerfbtextures[MAX_CLIENTS];
int skyboxtextures[MAX_SKYBOXTEXTURES];
int underwatertexture, detailtexture;
cvar_t cl_multiview = {"cl_multiview", "0" };
cvar_t cl_mvdisplayhud = {"cl_mvdisplayhud", "1"};
cvar_t cl_mvhudvertical = {"cl_mvhudvertical", "0"};
cvar_t cl_mvhudflip = {"cl_mvhudflip", "0"};
cvar_t cl_mvhudpos = {"cl_mvhudpos", "bottom center"};
cvar_t cl_mvinset = {"cl_mvinset", "0"};
cvar_t cl_mvinsetcrosshair = {"cl_mvinsetcrosshair", "1"};
cvar_t cl_mvinsethud = {"cl_mvinsethud", "1"};
cvar_t r_drawentities = {"r_drawentities", "1"};
cvar_t r_lerpframes = {"r_lerpframes", "1"};
cvar_t r_lerpmuzzlehack = {"r_lerpmuzzlehack", "1"};
cvar_t r_drawflame = {"r_drawflame", "1"};
cvar_t r_speeds = {"r_speeds", "0"};
cvar_t r_fullbright = {"r_fullbright", "0"};
cvar_t r_lightmap = {"r_lightmap", "0"};
cvar_t gl_shaftlight = {"gl_shaftlight", "1"};
cvar_t r_shadows = {"r_shadows", "0"};
cvar_t r_wateralpha = {"gl_turbalpha", "1"};
cvar_t r_dynamic = {"r_dynamic", "1"};
cvar_t r_novis = {"r_novis", "0"};
cvar_t r_netgraph = {"r_netgraph", "0"};
cvar_t r_netstats = {"r_netstats", "0"};
cvar_t r_fullbrightSkins = {"r_fullbrightSkins", "1", 0, Rulesets_OnChange_r_fullbrightSkins};
cvar_t r_enemyskincolor = {"r_enemyskincolor", "", CVAR_COLOR};
cvar_t r_teamskincolor = {"r_teamskincolor", "", CVAR_COLOR};
cvar_t r_skincolormode = {"r_skincolormode", "0"};
cvar_t r_fastsky = {"r_fastsky", "0"};
cvar_t r_fastturb = {"r_fastturb", "0"};
cvar_t r_skycolor = {"r_skycolor", "40 80 150", CVAR_COLOR};
cvar_t r_telecolor = {"r_telecolor", "255 60 60", CVAR_COLOR};
cvar_t r_lavacolor = {"r_lavacolor", "80 0 0", CVAR_COLOR};
cvar_t r_slimecolor = {"r_slimecolor", "10 60 10", CVAR_COLOR};
cvar_t r_watercolor = {"r_watercolor", "10 50 80", CVAR_COLOR};
cvar_t r_drawflat = {"r_drawflat", "0", 0, OnChange_r_drawflat};
cvar_t r_wallcolor = {"r_wallcolor", "255 255 255", CVAR_COLOR, OnChange_r_drawflat};
cvar_t r_floorcolor = {"r_floorcolor", "50 100 150", CVAR_COLOR, OnChange_r_drawflat};
cvar_t gl_textureless = {"gl_textureless", "0", 0, OnChange_r_drawflat}; //Qrack
cvar_t r_farclip = {"r_farclip", "8192"}; // previous default was 4096. 8192 helps some TF players in big maps
cvar_t r_skyname = {"r_skyname", "", 0, OnChange_r_skyname};
cvar_t gl_detail = {"gl_detail","0"};
cvar_t gl_brush_polygonoffset = {"gl_brush_polygonoffset", "2.0"}; // This is the one to adjust if you notice flicker on lift @ e1m1 for instance, for z-fighting
cvar_t gl_caustics = {"gl_caustics", "0"}; // 1
cvar_t gl_waterfog = {"gl_turbfog", "0"}; // 2
cvar_t gl_waterfog_density = {"gl_turbfogDensity", "1"};
cvar_t gl_waterfog_color_water = {"gl_turbfog_color_water", "32 64 128", CVAR_COLOR};
cvar_t gl_waterfog_color_lava = {"gl_turbfog_color_lava", "255 64 0", CVAR_COLOR};
cvar_t gl_waterfog_color_slime = {"gl_turbfog_color_slime", "128 255 0", CVAR_COLOR};
cvar_t gl_lumaTextures = {"gl_lumaTextures", "1"};
cvar_t gl_subdivide_size = {"gl_subdivide_size", "64"};
cvar_t gl_clear = {"gl_clear", "0"};
cvar_t gl_clearColor = {"gl_clearColor", "0 0 0", CVAR_COLOR, OnChange_gl_clearColor};
cvar_t gl_cull = {"gl_cull", "1"};
cvar_t gl_smoothmodels = {"gl_smoothmodels", "1"};
cvar_t gl_affinemodels = {"gl_affinemodels", "0"};
cvar_t gl_polyblend = {"gl_polyblend", "1"}; // 0
cvar_t gl_flashblend = {"gl_flashblend", "0"};
cvar_t gl_rl_globe = {"gl_rl_globe", "0"};
cvar_t gl_playermip = {"gl_playermip", "0"};
cvar_t gl_nocolors = {"gl_nocolors", "0"};
cvar_t gl_finish = {"gl_finish", "0"};
cvar_t gl_fb_bmodels = {"gl_fb_bmodels", "1"};
cvar_t gl_fb_models = {"gl_fb_models", "1"};
cvar_t gl_lightmode = {"gl_lightmode", "2"};
cvar_t gl_loadlitfiles = {"gl_loadlitfiles", "1"};
cvar_t gl_colorlights = {"gl_colorlights", "1"};
cvar_t gl_solidparticles = {"gl_solidparticles", "0"}; // 1
cvar_t gl_squareparticles = {"gl_squareparticles", "0", CVAR_LATCH};
cvar_t gl_part_explosions = {"gl_part_explosions", "0"}; // 1
cvar_t gl_part_trails = {"gl_part_trails", "0"}; // 1
cvar_t gl_part_tracer1_color = {"gl_part_tracer1_color", "0 124 0", CVAR_COLOR};
cvar_t gl_part_tracer2_color = {"gl_part_tracer2_color", "255 77 0", CVAR_COLOR};
cvar_t gl_part_tracer1_size = {"gl_part_tracer1_size", "3.75", CVAR_RULESET_MAX | CVAR_RULESET_MIN, NULL, 3.75f, 10.f, 0.f};
cvar_t gl_part_tracer1_time = {"gl_part_tracer1_time", "0.5", CVAR_RULESET_MAX | CVAR_RULESET_MIN, NULL, 0.5f, 3.f, 0.f};
cvar_t gl_part_tracer2_size = {"gl_part_tracer2_size", "3.75", CVAR_RULESET_MAX | CVAR_RULESET_MIN, NULL, 3.75f, 10.f, 0.f};
cvar_t gl_part_tracer2_time = {"gl_part_tracer2_time", "0.5", CVAR_RULESET_MAX | CVAR_RULESET_MIN, NULL, 0.5f, 3.f, 0.f};
cvar_t gl_part_spikes = {"gl_part_spikes", "0"}; // 1
cvar_t gl_part_gunshots = {"gl_part_gunshots", "0"}; // 1
cvar_t gl_part_blood = {"gl_part_blood", "0"}; // 1
cvar_t gl_part_telesplash = {"gl_part_telesplash", "0"}; // 1
cvar_t gl_part_blobs = {"gl_part_blobs", "0"}; // 1
cvar_t gl_part_lavasplash = {"gl_part_lavasplash", "0"}; // 1
cvar_t gl_part_inferno = {"gl_part_inferno", "0"}; // 1
cvar_t gl_particle_style = {"gl_particle_style", "0"}; // 0 - round, 1 - square (sw style)
cvar_t gl_part_detpackexplosion_fire_color = {"gl_part_detpackexplosion_fire_color", "", CVAR_COLOR};
cvar_t gl_part_detpackexplosion_ray_color = {"gl_part_detpackexplosion_ray_color", "", CVAR_COLOR};
cvar_t gl_powerupshells = {"gl_powerupshells", "1"};
cvar_t gl_powerupshells_style = {"gl_powerupshells_style", "0"};
cvar_t gl_powerupshells_size = {"gl_powerupshells_size", "5"};
cvar_t gl_powerupshells_effect1level = {"gl_powerupshells_effect1level", "0.75"};
cvar_t gl_powerupshells_base1level = {"gl_powerupshells_base1level", "0.05"};
cvar_t gl_powerupshells_effect2level = {"gl_powerupshells_effect2level", "0.4"};
cvar_t gl_powerupshells_base2level = {"gl_powerupshells_base2level", "0.1"};
cvar_t gl_fogenable = {"gl_fog", "0"};
cvar_t gl_fogstart = {"gl_fogstart", "50.0"};
cvar_t gl_fogend = {"gl_fogend", "800.0"};
cvar_t gl_fogred = {"gl_fogred", "0.6"};
cvar_t gl_foggreen = {"gl_foggreen", "0.5"};
cvar_t gl_fogblue = {"gl_fogblue", "0.4"};
cvar_t gl_fogsky = {"gl_fogsky", "1"};
cvar_t gl_simpleitems = {"gl_simpleitems", "0"};
cvar_t gl_simpleitems_size = {"gl_simpleitems_size", "16"};
cvar_t gl_simpleitems_orientation = {"gl_simpleitems_orientation", "2"};
cvar_t gl_motion_blur = {"gl_motion_blur", "0"};
cvar_t gl_motion_blur_fps = {"gl_motion_blur_fps", "77"};
cvar_t gl_motion_blur_norm = {"gl_motion_blur_norm", "0.5"};
cvar_t gl_motion_blur_hurt = {"gl_motion_blur_hurt", "0.5"};
cvar_t gl_motion_blur_dead = {"gl_motion_blur_dead", "0.5"};
cvar_t gl_gammacorrection = {"gl_gammacorrection", "0", CVAR_LATCH};
cvar_t gl_modulate = {"gl_modulate", "1"};
cvar_t gl_outline = {"gl_outline", "0"};
cvar_t gl_outline_width = {"gl_outline_width", "2"};
void GL_PolygonOffset(float factor, float units)
{
if (factor || units)
{
glEnable (GL_POLYGON_OFFSET_FILL);
glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset(factor, units);
}
else
{
glDisable (GL_POLYGON_OFFSET_FILL);
glDisable (GL_POLYGON_OFFSET_LINE);
}
}
//Returns true if the box is completely outside the frustom
qbool R_CullBox(vec3_t mins, vec3_t maxs)
{
int i;
for (i = 0; i < 4; i++) {
if (BOX_ON_PLANE_SIDE (mins, maxs, &frustum[i]) == 2)
return true;
}
return false;
}
//Returns true if the sphere is completely outside the frustum
qbool R_CullSphere(vec3_t centre, float radius)
{
int i;
mplane_t *p;
for (i = 0, p = frustum; i < 4; i++, p++) {
if (PlaneDiff(centre, p) <= -radius)
return true;
}
return false;
}
void R_RotateForEntity(entity_t *e)
{
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
glRotatef (e->angles[2], 1, 0, 0);
}
mspriteframe_t *R_GetSpriteFrame(entity_t *e, msprite2_t *psprite)
{
mspriteframe_t *pspriteframe;
mspriteframe2_t *pspriteframe2;
int i, numframes, frame, offset;
float fullinterval, targettime, time;
frame = e->frame;
if (frame >= psprite->numframes || frame < 0) {
Com_DPrintf ("R_GetSpriteFrame: no such frame %d (model %s)\n", frame, e->model->name);
return NULL;
}
offset = psprite->frames[frame].offset;
numframes = psprite->frames[frame].numframes;
if (offset < (int)sizeof(msprite2_t) || numframes < 1) {
Com_Printf ("R_GetSpriteFrame: wrong sprite\n");
return NULL;
}
if (psprite->frames[frame].type == SPR_SINGLE) {
pspriteframe = (mspriteframe_t* )((byte*)psprite + offset);
}
else {
pspriteframe2 = (mspriteframe2_t*)((byte*)psprite + offset);
fullinterval = pspriteframe2[numframes-1].interval;
time = r_refdef2.time;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < (numframes - 1); i++)
if (pspriteframe2[i].interval > targettime)
break;
pspriteframe = &pspriteframe2[i].frame;
}
return pspriteframe;
}
void R_DrawSpriteModel (entity_t *e)
{
vec3_t point, right, up;
mspriteframe_t *frame;
msprite2_t *psprite;
// don't even bother culling, because it's just a single
// polygon without a surface cache
psprite = (msprite2_t*)Mod_Extradata (e->model); //locate the proper data
frame = R_GetSpriteFrame (e, psprite);
if (!frame)
return;
if (psprite->type == SPR_ORIENTED) {
// bullet marks on walls
AngleVectors (e->angles, NULL, right, up);
} else if (psprite->type == SPR_FACING_UPRIGHT) {
VectorSet (up, 0, 0, 1);
right[0] = e->origin[1] - r_origin[1];
right[1] = -(e->origin[0] - r_origin[0]);
right[2] = 0;
VectorNormalizeFast (right);
} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
VectorSet (up, 0, 0, 1);
VectorCopy (vright, right);
} else { // normal sprite
VectorCopy (vup, up);
VectorCopy (vright, right);
}
GL_Bind(frame->gl_texturenum);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glEnd ();
}
int GL_GenerateShellTexture(void)
{
int x, y, d;
byte data[32][32][4];
for (y = 0;y < 32;y++)
{
for (x = 0;x < 32;x++)
{
d = (sin(x * M_PI / 8.0f) + cos(y * M_PI / 8.0f)) * 64 + 64;
if (d < 0)
d = 0;
if (d > 255)
d = 255;
data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
data[y][x][3] = 255;
}
}
return GL_LoadTexture("shelltexture", 32, 32, &data[0][0][0], TEX_MIPMAP, 4);
}
void GL_DrawAliasOutlineFrame (aliashdr_t *paliashdr, int pose1, int pose2)
{
int *order, count;
vec3_t interpolated_verts;
float lerpfrac;
trivertx_t *verts1, *verts2;
GL_PolygonOffset(1, 1);
glCullFace (GL_BACK);
glPolygonMode (GL_FRONT, GL_LINE);
// limit outline width, since even width == 3 can be considered as cheat.
glLineWidth (bound(0.1, gl_outline_width.value, 3.0));
glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
glEnable (GL_LINE_SMOOTH);
glDisable (GL_TEXTURE_2D);
lerpfrac = r_framelerp;
lastposenum = (lerpfrac >= 0.5) ? pose2 : pose1;
verts2 = verts1 = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
verts1 += pose1 * paliashdr->poseverts;
verts2 += pose2 * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
for ( ;; )
{
count = *order++;
if (!count)
break;
if (count < 0)
{
count = -count;
glBegin(GL_TRIANGLE_FAN);
}
else
glBegin(GL_TRIANGLE_STRIP);
do
{
order += 2;
if ((currententity->renderfx & RF_LIMITLERP))
lerpfrac = VectorL2Compare(verts1->v, verts2->v, r_lerpdistance) ? r_framelerp : 1;
VectorInterpolate(verts1->v, lerpfrac, verts2->v, interpolated_verts);
glVertex3fv(interpolated_verts);
verts1++;
verts2++;
}
while (--count);
glEnd();
}
glColor4f (1, 1, 1, 1);
glPolygonMode (GL_FRONT, GL_FILL);
glDisable (GL_LINE_SMOOTH);
glCullFace (GL_FRONT);
glEnable (GL_TEXTURE_2D);
GL_PolygonOffset(0, 0);
}
void GL_DrawAliasFrame(aliashdr_t *paliashdr, int pose1, int pose2, qbool mtex, qbool scrolldir)
{
int *order, count;
vec3_t interpolated_verts;
float l, lerpfrac;
trivertx_t *verts1, *verts2;
//VULT COLOURED MODEL LIGHTS
int i;
vec3_t lc;
lerpfrac = r_framelerp;
lastposenum = (lerpfrac >= 0.5) ? pose2 : pose1;
verts2 = verts1 = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
verts1 += pose1 * paliashdr->poseverts;
verts2 += pose2 * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
if ( (r_shellcolor[0] || r_shellcolor[1] || r_shellcolor[2]) /* && bound(0, gl_powerupshells.value, 1) */ )
{
float scroll[2];
float v[3];
float shell_size = bound(0, gl_powerupshells_size.value, 20);
// LordHavoc: set the state to what we need for rendering a shell
if (!shelltexture)
shelltexture = GL_GenerateShellTexture();
GL_Bind (shelltexture);
glEnable (GL_BLEND);
if (gl_powerupshells_style.integer)
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
else
glBlendFunc(GL_ONE, GL_ONE);
glColor4f (r_shellcolor[0], r_shellcolor[1], r_shellcolor[2], bound(0, gl_powerupshells.value, 1)); // alpha so we can see colour underneath still
if (scrolldir)
{
scroll[0] = cos(cl.time * -0.5); // FIXME: cl.time ????
scroll[1] = sin(cl.time * -0.5);
}
else
{
scroll[0] = cos(cl.time * 1.5);
scroll[1] = sin(cl.time * 1.1);
}
// get the vertex count and primitive type
for (;;)
{
count = *order++;
if (!count)
break;
if (count < 0)
{
count = -count;
glBegin(GL_TRIANGLE_FAN);
}
else
glBegin(GL_TRIANGLE_STRIP);
do
{
glTexCoord2f (((float *) order)[0] * 2.0f + scroll[0], ((float *) order)[1] * 2.0f + scroll[1]);
order += 2;
v[0] = r_avertexnormals[verts1->lightnormalindex][0] * shell_size + verts1->v[0];
v[1] = r_avertexnormals[verts1->lightnormalindex][1] * shell_size + verts1->v[1];
v[2] = r_avertexnormals[verts1->lightnormalindex][2] * shell_size + verts1->v[2];
v[0] += lerpfrac * (r_avertexnormals[verts2->lightnormalindex][0] * shell_size + verts2->v[0] - v[0]);
v[1] += lerpfrac * (r_avertexnormals[verts2->lightnormalindex][1] * shell_size + verts2->v[1] - v[1]);
v[2] += lerpfrac * (r_avertexnormals[verts2->lightnormalindex][2] * shell_size + verts2->v[2] - v[2]);
glVertex3f(v[0], v[1], v[2]);
verts1++;
verts2++;
} while (--count);
glEnd();
}
// LordHavoc: reset the state to what the rest of the renderer expects
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
if (r_modelalpha < 1)
glEnable(GL_BLEND);
for ( ;; )
{
count = *order++;
if (!count)
break;
if (count < 0)
{
count = -count;
glBegin(GL_TRIANGLE_FAN);
}
else
glBegin(GL_TRIANGLE_STRIP);
do {
// texture coordinates come from the draw list
if (mtex)
{
qglMultiTexCoord2f (GL_TEXTURE0_ARB, ((float *) order)[0], ((float *) order)[1]);
qglMultiTexCoord2f (GL_TEXTURE1_ARB, ((float *) order)[0], ((float *) order)[1]);
}
else
glTexCoord2f (((float *) order)[0], ((float *) order)[1]);
order += 2;
if ((currententity->renderfx & RF_LIMITLERP))
lerpfrac = VectorL2Compare(verts1->v, verts2->v, r_lerpdistance) ? r_framelerp : 1;
// VULT VERTEX LIGHTING
if (amf_lighting_vertex.value && !full_light)
{
l = VLight_LerpLight(verts1->lightnormalindex, verts2->lightnormalindex, lerpfrac, apitch, ayaw);
}
else
{
l = FloatInterpolate(shadedots[verts1->lightnormalindex], lerpfrac, shadedots[verts2->lightnormalindex]) / 127.0;
l = (l * shadelight + ambientlight) / 256.0;
}
l = min(l , 1);
//VULT COLOURED MODEL LIGHTS
if (amf_lighting_colour.value && !full_light)
{
for (i=0;i<3;i++)
lc[i] = lightcolor[i] / 256 + l;
//Com_Printf("rgb light : %f %f %f\n", lc[0], lc[1], lc[2]);
if (r_modelcolor[0] < 0)
glColor4f(lc[0], lc[1], lc[2], r_modelalpha); // normal color
else
glColor4f(r_modelcolor[0] * lc[0], r_modelcolor[1] * lc[1], r_modelcolor[2] * lc[2], r_modelalpha); // forced
}
else
{
if (r_modelcolor[0] < 0)
glColor4f(l, l, l, r_modelalpha); // normal color
else
glColor4f(r_modelcolor[0] * l, r_modelcolor[1] * l, r_modelcolor[2] * l, r_modelalpha); // forced
}
VectorInterpolate(verts1->v, lerpfrac, verts2->v, interpolated_verts);
glVertex3fv(interpolated_verts);
verts1++;
verts2++;
} while (--count);
glEnd();
}
if (r_modelalpha < 1)
glDisable(GL_BLEND);
}
}
void R_SetupAliasFrame(maliasframedesc_t *oldframe, maliasframedesc_t *frame, aliashdr_t *paliashdr, qbool mtex, qbool scrolldir, qbool outline)
{
int oldpose, pose, numposes;
float interval;
oldpose = oldframe->firstpose;
numposes = oldframe->numposes;
if (numposes > 1) {
interval = oldframe->interval;
oldpose += (int) (r_refdef2.time / interval) % numposes;
}
pose = frame->firstpose;
numposes = frame->numposes;
if (numposes > 1) {
interval = frame->interval;
pose += (int) (r_refdef2.time / interval) % numposes;
}
GL_DrawAliasFrame (paliashdr, oldpose, pose, mtex, scrolldir);
if (outline)
GL_DrawAliasOutlineFrame (paliashdr, oldpose, pose) ;
}
void GL_DrawAliasShadow(aliashdr_t *paliashdr, int posenum)
{
int *order, count;
vec3_t point;
float lheight = currententity->origin[2] - lightspot[2], height = 1 - lheight;
trivertx_t *verts;
verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do {
//no texture for shadows
order += 2;
// normals and vertexes come from the frame list
point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
point[0] -= shadevector[0] * (point[2] +lheight);
point[1] -= shadevector[1] * (point[2] + lheight);
point[2] = height;
//height -= 0.001;
glVertex3fv (point);
verts++;
} while (--count);
glEnd ();
}
}
void R_AliasSetupLighting(entity_t *ent)
{
int minlight, lnum;
float add, fbskins;
vec3_t dist;
model_t *clmodel;
//VULT COLOURED MODEL LIGHTING
int i;
float radiusmax = 0;
clmodel = ent->model;
// make thunderbolt and torches full light
if (clmodel->modhint == MOD_THUNDERBOLT) {
ambientlight = 60 + 150 * bound(0, gl_shaftlight.value, 1);
shadelight = 0;
full_light = true;
return;
} else if (clmodel->modhint == MOD_FLAME) {
ambientlight = 255;
shadelight = 0;
full_light = true;
return;
}
//normal lighting
full_light = false;
ambientlight = shadelight = R_LightPoint (ent->origin);
//VULT COLOURED MODEL LIGHTS
if (amf_lighting_colour.value)
{
for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
{
if (cl_dlights[lnum].die < r_refdef2.time || !cl_dlights[lnum].radius)
continue;
VectorSubtract (ent->origin, cl_dlights[lnum].origin, dist);
add = cl_dlights[lnum].radius - VectorLength(dist);
if (add > 0)
{
//VULT VERTEX LIGHTING
if (amf_lighting_vertex.value)
{
if (!radiusmax)
{
radiusmax = cl_dlights[lnum].radius;
VectorCopy(cl_dlights[lnum].origin, vertexlight);
}
else if (cl_dlights[lnum].radius > radiusmax)
{
radiusmax = cl_dlights[lnum].radius;
VectorCopy(cl_dlights[lnum].origin, vertexlight);
}
}
if (cl_dlights[lnum].type == lt_custom) {
VectorCopy(cl_dlights[lnum].color, dlight_color);
VectorScale(dlight_color, (1.0/255), dlight_color); // convert color from byte to float
}
else
VectorCopy(bubblecolor[cl_dlights[lnum].type], dlight_color);
for (i=0;i<3;i++)
{
lightcolor[i] = lightcolor[i] + (dlight_color[i]*add)*2;
if (lightcolor[i] > 256)
{
switch (i)
{
case 0:
lightcolor[1] = lightcolor[1] - (1 * lightcolor[1]/3);
lightcolor[2] = lightcolor[2] - (1 * lightcolor[2]/3);
break;
case 1:
lightcolor[0] = lightcolor[0] - (1 * lightcolor[0]/3);
lightcolor[2] = lightcolor[2] - (1 * lightcolor[2]/3);
break;
case 2:
lightcolor[1] = lightcolor[1] - (1 * lightcolor[1]/3);
lightcolor[0] = lightcolor[0] - (1 * lightcolor[0]/3);
break;
}
}
}
//ambientlight += add;
}
}
}
else
{
for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) {
if (cl_dlights[lnum].die < r_refdef2.time || !cl_dlights[lnum].radius)
continue;
VectorSubtract (ent->origin, cl_dlights[lnum].origin, dist);
add = cl_dlights[lnum].radius - VectorLength(dist);
if (add > 0)
{
//VULT VERTEX LIGHTING
if (amf_lighting_vertex.value)
{
if (!radiusmax)
{
radiusmax = cl_dlights[lnum].radius;
VectorCopy(cl_dlights[lnum].origin, vertexlight);
}
else if (cl_dlights[lnum].radius > radiusmax)
{
radiusmax = cl_dlights[lnum].radius;
VectorCopy(cl_dlights[lnum].origin, vertexlight);
}
}
ambientlight += add;
}
}
}
//calculate pitch and yaw for vertex lighting
if (amf_lighting_vertex.value)
{
vec3_t dist, ang;
apitch = currententity->angles[0];
ayaw = currententity->angles[1];
if (!radiusmax)
{
vlight_pitch = 45;
vlight_yaw = 45;
}
else
{
VectorSubtract (vertexlight, currententity->origin, dist);
vectoangles(dist, ang);
vlight_pitch = ang[0];
vlight_yaw = ang[1];
}
}
// clamp lighting so it doesn't overbright as much
if (ambientlight > 128)
ambientlight = 128;
if (ambientlight + shadelight > 192)
shadelight = 192 - ambientlight;
// always give the gun some light
if ((ent->renderfx & RF_WEAPONMODEL) && ambientlight < 24)
ambientlight = shadelight = 24;
// never allow players to go totally black
if (clmodel->modhint == MOD_PLAYER || ent->renderfx & RF_PLAYERMODEL) {
if (ambientlight < 8)
ambientlight = shadelight = 8;
}
if (clmodel->modhint == MOD_PLAYER || ent->renderfx & RF_PLAYERMODEL) {
fbskins = bound(0, r_fullbrightSkins.value, r_refdef2.max_fbskins);
if (fbskins == 1 && gl_fb_models.value == 1) {
ambientlight = shadelight = 4096;
full_light = true;
}
else if (fbskins == 0) {
ambientlight = max(ambientlight, 8);
shadelight = max(shadelight, 8);
full_light = (cl.teamfortress ? true : false); // full_light == true will turn off full bright texture during mdl rendering,
// that right in TF, they do not use full bright skins.
}
else if (fbskins) {
ambientlight = max(ambientlight, 8 + fbskins * 120);
shadelight = max(shadelight, 8 + fbskins * 120);
full_light = true;
}
}
else if (
!((clmodel->modhint == MOD_EYES || clmodel->modhint == MOD_BACKPACK) && strncasecmp(Rulesets_Ruleset(), "default", 7)) &&
(gl_fb_models.integer == 1 && clmodel->modhint != MOD_GIB && clmodel->modhint != MOD_VMODEL && !(com_serveractive && cls.state == ca_active && !cl.deathmatch && maxclients.value == 1))
) {
ambientlight = shadelight = 4096;
}
minlight = cl.minlight;
if (ambientlight < minlight)
ambientlight = shadelight = minlight;
}
void R_DrawPowerupShell(int effects, int layer_no, float base_level, float effect_level,
maliasframedesc_t *oldframe, maliasframedesc_t *frame, aliashdr_t *paliashdr)
{
base_level = bound(0, base_level, 1);
effect_level = bound(0, effect_level, 1);
r_shellcolor[0] = r_shellcolor[1] = r_shellcolor[2] = base_level;
if (effects & EF_RED)
r_shellcolor[0] += effect_level;
if (effects & EF_GREEN)
r_shellcolor[1] += effect_level;
if (effects & EF_BLUE)
r_shellcolor[2] += effect_level;
GL_DisableMultitexture();
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
R_SetupAliasFrame (oldframe, frame, paliashdr, false, layer_no == 1, false);
}
void R_DrawAliasModel(entity_t *ent)
{
int i, anim, skinnum, texture, fb_texture, playernum = -1;
float scale;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
model_t *clmodel;
maliasframedesc_t *oldframe, *frame;
cvar_t *cv = NULL;
byte *color32bit = NULL;
qbool outline = false;
// entity_t *self;
//static sfx_t *step;//foosteps sounds, commented out
//static int setstep;
extern qbool RuleSets_DisallowModelOutline (model_t *mod);
extern cvar_t r_viewmodelsize, cl_drawgun;
VectorCopy (ent->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
//TODO: use modhints here?
//VULT CORONAS
if (
(!strcmp (ent->model->name, "progs/flame.mdl") ||
!strcmp (ent->model->name, "progs/flame0.mdl") ||
!strcmp (ent->model->name, "progs/flame3.mdl") ) && amf_coronas.value )
{
//FIXME: This is slow and pathetic as hell, really we should just check the entity
//alternativley add some kind of permanent client side TE for the torch
NewStaticLightCorona (C_FIRE, ent->origin, ent);
}
if (ent->model->modhint == MOD_TELEPORTDESTINATION && amf_coronas.value)
{
NewStaticLightCorona (C_LIGHTNING, ent->origin, ent);
}
clmodel = ent->model;
paliashdr = (aliashdr_t *) Mod_Extradata (ent->model); //locate the proper data
if (ent->frame >= paliashdr->numframes || ent->frame < 0) {
if (ent->model->modhint != MOD_EYES)
Com_DPrintf ("R_DrawAliasModel: no such frame %d\n", ent->frame);
ent->frame = 0;
}
if (ent->oldframe >= paliashdr->numframes || ent->oldframe < 0) {
if (ent->model->modhint != MOD_EYES)
Com_DPrintf ("R_DrawAliasModel: no such oldframe %d\n", ent->oldframe);
ent->oldframe = 0;
}
frame = &paliashdr->frames[ent->frame];
oldframe = &paliashdr->frames[ent->oldframe];
if (!r_lerpframes.value || ent->framelerp < 0 || ent->oldframe == ent->frame)
r_framelerp = 1.0;
else
r_framelerp = min (ent->framelerp, 1);
//culling
if (!(ent->renderfx & RF_WEAPONMODEL)) {
if (ent->angles[0] || ent->angles[1] || ent->angles[2]) {
if (R_CullSphere (ent->origin, max(oldframe->radius, frame->radius)))
return;
} else {
if (r_framelerp == 1) {
VectorAdd(ent->origin, frame->bboxmin, mins);
VectorAdd(ent->origin, frame->bboxmax, maxs);
} else {
for (i = 0; i < 3; i++) {
mins[i] = ent->origin[i] + min (oldframe->bboxmin[i], frame->bboxmin[i]);
maxs[i] = ent->origin[i] + max (oldframe->bboxmax[i], frame->bboxmax[i]);
}
}
if (R_CullBox (mins, maxs))
return;
}
}
if (gl_fogenable.value)
glEnable(GL_FOG);
//get lighting information
R_AliasSetupLighting(ent);
shadedots = r_avertexnormal_dots[((int) (ent->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
//draw all the triangles
c_alias_polys += paliashdr->numtris;
glPushMatrix ();
R_RotateForEntity (ent);
if (clmodel->modhint == MOD_EYES) {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in gl
glScalef (paliashdr->scale[0] * 2, paliashdr->scale[1] * 2, paliashdr->scale[2] * 2);
} else if (ent->renderfx & RF_WEAPONMODEL) {
scale = 0.5 + bound(0, r_viewmodelsize.value, 1) / 2;
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1], paliashdr->scale[2]);
} else {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
}
anim = (int) (r_refdef2.time * 10) & 3;
skinnum = ent->skinnum;
if (skinnum >= paliashdr->numskins || skinnum < 0) {
Com_DPrintf ("R_DrawAliasModel: no such skin # %d\n", skinnum);
skinnum = 0;
}
texture = paliashdr->gl_texturenum[skinnum][anim];
fb_texture = paliashdr->fb_texturenum[skinnum][anim];
r_modelalpha = ((ent->renderfx & RF_WEAPONMODEL) && gl_mtexable) ? bound(0, cl_drawgun.value, 1) : 1;
//VULT MOTION TRAILS
if (ent->alpha)
r_modelalpha = ent->alpha;
if(ent->scoreboard)
playernum = ent->scoreboard - cl.players;
// we can't dynamically colormap textures, so they are cached separately for the players. Heads are just uncolored.
if (!gl_nocolors.value) {
if (playernum >= 0 && playernum < MAX_CLIENTS) {
if (!ent->scoreboard->skin)
CL_NewTranslation(playernum);
texture = playernmtextures[playernum];
fb_texture = playerfbtextures[playernum];
}
}
if (full_light || !gl_fb_models.value)
fb_texture = 0;
if (gl_smoothmodels.value)
glShadeModel (GL_SMOOTH);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
if ((ent->model->modhint == MOD_PLAYER || ent->renderfx & RF_PLAYERMODEL)
&& playernum >= 0 && playernum < MAX_CLIENTS)
{
if (cl.teamplay && strcmp(cl.players[playernum].team, TP_SkinForcingTeam()) == 0)
cv = &r_teamskincolor;
else
cv = &r_enemyskincolor;
}
if (cv && cv->string[0])
color32bit = cv->color;
r_modelcolor[0] = -1; // by default no solid fill color for model, using texture
// Check for outline on models.
// We don't support outline for transparent models,
// and we also check for ruleset, since we don't want outline on eyes.
outline = (gl_outline.integer && r_modelalpha == 1 && !RuleSets_DisallowModelOutline(clmodel));
if (color32bit) {
//
// seems we select force some color for such model
//
for (i = 0; i < 3; i++) {
r_modelcolor[i] = (float)color32bit[i] / 255.0;
r_modelcolor[i] = bound(0, r_modelcolor[i], 1);
}
GL_DisableMultitexture();
GL_Bind (r_skincolormode.integer ? texture : particletexture); // particletexture is just solid white texture
//
// we may use different methods for filling model surfaces, mixing(modulate), replace, add etc..
//
switch(r_skincolormode.integer) {
case 1: glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); break;
case 2: glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); break;
case 3: glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); break;
case 4: glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); break;
default: glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); break;
}
R_SetupAliasFrame (oldframe, frame, paliashdr, false, false, outline);
r_modelcolor[0] = -1; // by default no solid fill color for model, using texture
}
else
{
if (fb_texture && gl_mtexable) {
GL_DisableMultitexture ();
GL_Bind (texture);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_EnableMultitexture ();
GL_Bind (fb_texture);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
R_SetupAliasFrame (oldframe, frame, paliashdr, true, false, outline);
GL_DisableMultitexture ();
}
else
{
GL_DisableMultitexture();
GL_Bind (texture);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
R_SetupAliasFrame (oldframe, frame, paliashdr, false, false, outline);
if (fb_texture) {
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
GL_Bind (fb_texture);
glEnable (GL_BLEND);
R_SetupAliasFrame (oldframe, frame, paliashdr, false, false, false);
glDisable (GL_BLEND);
}
}
}
// FIXME: think need put it after caustics
if (bound(0, gl_powerupshells.value, 1))
{
// always allow powerupshells for specs or demos.
// do not allow powerupshells for eyes in other cases
if ( ( cls.demoplayback || cl.spectator ) || ent->model->modhint != MOD_EYES )
{
if ((ent->effects & EF_RED) || (ent->effects & EF_GREEN) || (ent->effects & EF_BLUE)) {
R_DrawPowerupShell(ent->effects, 0, gl_powerupshells_base1level.value,
gl_powerupshells_effect1level.value, oldframe, frame, paliashdr);
R_DrawPowerupShell(ent->effects, 1, gl_powerupshells_base2level.value,
gl_powerupshells_effect2level.value, oldframe, frame, paliashdr);
}
memset(r_shellcolor, 0, sizeof(r_shellcolor));
}
}
// Underwater caustics on alias models of QRACK -->
#define GL_RGB_SCALE 0x8573
if ((gl_caustics.value) && (underwatertexture && gl_mtexable && ISUNDERWATER(TruePointContents(ent->origin))))
{
GL_EnableMultitexture ();
glBindTexture (GL_TEXTURE_2D, underwatertexture);
glMatrixMode (GL_TEXTURE);
glLoadIdentity ();
glScalef (0.5, 0.5, 1);
glRotatef (r_refdef2.time * 10, 1, 0, 0);
glRotatef (r_refdef2.time * 10, 0, 1, 0);
glMatrixMode (GL_MODELVIEW);
GL_Bind (underwatertexture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
glEnable (GL_BLEND);
R_SetupAliasFrame (oldframe, frame, paliashdr, true, false, false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
GL_SelectTexture(GL_TEXTURE1_ARB);
glTexEnvi (GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_TEXTURE_2D);
glMatrixMode (GL_TEXTURE);
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
GL_DisableMultitexture ();
}
// <-- Underwater caustics on alias models of QRACK
glShadeModel (GL_FLAT);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix ();
//VULT MOTION TRAILS - No shadows on motion trails
if ((r_shadows.value && !full_light && !(ent->renderfx & RF_NOSHADOW)) && !ent->alpha) {
float theta;
static float shadescale = 0;
if (!shadescale)
shadescale = 1 / sqrt(2);
theta = -ent->angles[1] / 180 * M_PI;
VectorSet(shadevector, cos(theta) * shadescale, sin(theta) * shadescale, shadescale);
glPushMatrix ();
glTranslatef (ent->origin[0], ent->origin[1], ent->origin[2]);
glRotatef (ent->angles[1], 0, 0, 1);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0, 0, 0, 0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glPopMatrix ();
}
glColor3ubv (color_white);
if (gl_fogenable.value)
glDisable(GL_FOG);
}
static qbool R_DrawTrySimpleItem(void)
{
int sprtype = gl_simpleitems_orientation.integer;
float sprsize = bound(1, gl_simpleitems_size.value, 16), autorotate;
int simpletexture;
vec3_t point, right, up, org, offset;
if (!currententity || !currententity->model)
return false;
if (currententity->skinnum < 0 || currententity->skinnum >= MAX_SIMPLE_TEXTURES)
simpletexture = currententity->model->simpletexture[0]; // ah...
else
simpletexture = currententity->model->simpletexture[currententity->skinnum];
if (!simpletexture)
return false;
autorotate = anglemod(100 * cl.time);
if (sprtype == SPR_ORIENTED)
{
// bullet marks on walls
vec3_t angles;
angles[0] = angles[2] = 0;
angles[1] = autorotate;
AngleVectors (angles, NULL, right, up);
}
else if (sprtype == SPR_FACING_UPRIGHT)
{
VectorSet (up, 0, 0, 1);
right[0] = currententity->origin[1] - r_origin[1];
right[1] = -(currententity->origin[0] - r_origin[0]);
right[2] = 0;
VectorNormalizeFast (right);
}
else if (sprtype == SPR_VP_PARALLEL_UPRIGHT)
{
VectorSet (up, 0, 0, 1);
VectorCopy (vright, right);
}
else
{ // normal sprite
VectorCopy (vup, up);
VectorCopy (vright, right);
}
VectorCopy(currententity->origin, org);
// brush models require some additional centering
if (currententity->model->type == mod_brush)
{
extern cvar_t cl_model_bobbing;
VectorSubtract(currententity->model->maxs, currententity->model->mins, offset);
offset[2] = 0;
VectorMA(org, 0.5, offset, org);
if (cl_model_bobbing.value)
org[2] += sin(autorotate / 90 * M_PI) * 5 + 5;
}
org[2] += sprsize;
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
GL_Bind(simpletexture);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (org, -sprsize, up, point);
VectorMA (point, -sprsize, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (org, sprsize, up, point);
VectorMA (point, -sprsize, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (org, sprsize, up, point);
VectorMA (point, sprsize, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (org, -sprsize, up, point);
VectorMA (point, sprsize, right, point);
glVertex3fv (point);
glEnd ();
glPopAttrib();
return true;
}
void R_DrawEntitiesOnList(visentlist_t *vislist)
{
int i;
if (!r_drawentities.value || !vislist->count)
return;
if (vislist->alpha)
glEnable (GL_ALPHA_TEST);
// draw sprites separately, because of alpha_test
for (i = 0; i < vislist->count; i++)
{
currententity = &vislist->list[i];
if (gl_simpleitems.value && R_DrawTrySimpleItem())
continue;
switch (currententity->model->type)
{
case mod_alias:
// VULT NAILTRAIL - Hidenails
if (amf_hidenails.value && currententity->model->modhint == MOD_SPIKE)
break;
// VULT ROCKETTRAILS - Hide rockets
if (amf_hiderockets.value && currententity->model->flags & EF_ROCKET)
break;
// VULT CAMERAS - Show/Hide playermodel
if (currententity->alpha == -1)
{
if (cameratype == C_NORMAL)
break;
else
currententity->alpha = 1;
}
// VULT MOTION TRAILS
if (currententity->alpha < 0)
break;
// Handle flame/flame0 model changes
if (qmb_initialized)
{
if (!amf_part_fire.value && !strcmp(currententity->model->name, "progs/flame0.mdl"))
{
currententity->model = cl.model_precache[cl_modelindices[mi_flame]];
}
else if (amf_part_fire.value)
{
if (!strcmp(currententity->model->name, "progs/flame0.mdl"))
{
if (!ISPAUSED)
ParticleFire (currententity->origin);
}
else if (!strcmp(currententity->model->name, "progs/flame.mdl")
&& cl_flame0_model /* do we have progs/flame0.mdl? */)
{
if (!ISPAUSED)
ParticleFire (currententity->origin);
currententity->model = cl_flame0_model;
}
else if (!strcmp(currententity->model->name, "progs/flame2.mdl") || !strcmp(currententity->model->name, "progs/flame3.mdl"))
{
if (!ISPAUSED)
ParticleFire (currententity->origin);
continue;
}
}
}
R_DrawAliasModel (currententity);
break;
case mod_alias3:
R_DrawAlias3Model (currententity);
break;
case mod_brush:
// Get rid of Z-fighting for textures by offsetting the
// drawing of entity models compared to normal polygons.
if(gl_brush_polygonoffset.value > 0) {
GL_PolygonOffset(0.05, bound(0, (float)gl_brush_polygonoffset.value, 25.0));
R_DrawBrushModel(currententity);
GL_PolygonOffset(0, 0);
} else {
R_DrawBrushModel(currententity);
}
break;
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
// not handled
case mod_spr32:
break;
}
}
if (vislist->alpha)
glDisable (GL_ALPHA_TEST);
}
void R_DrawViewModel(void)
{
centity_t *cent;
static entity_t gun;
//VULT CAMERA - Don't draw gun in external camera
if (cameratype != C_NORMAL)
return;
if (!r_drawentities.value || !cl.viewent.current.modelindex)
return;
memset(&gun, 0, sizeof(gun));
cent = &cl.viewent;
currententity = &gun;
if (!(gun.model = cl.model_precache[cent->current.modelindex]))
Host_Error ("R_DrawViewModel: bad modelindex");
VectorCopy(cent->current.origin, gun.origin);
VectorCopy(cent->current.angles, gun.angles);
gun.colormap = vid.colormap;
gun.renderfx = RF_WEAPONMODEL | RF_NOSHADOW;
if (r_lerpmuzzlehack.value) {
if (cent->current.modelindex != cl_modelindices[mi_vaxe] &&
cent->current.modelindex != cl_modelindices[mi_vbio] &&
cent->current.modelindex != cl_modelindices[mi_vgrap] &&
cent->current.modelindex != cl_modelindices[mi_vknife] &&
cent->current.modelindex != cl_modelindices[mi_vknife2] &&
cent->current.modelindex != cl_modelindices[mi_vmedi] &&
cent->current.modelindex != cl_modelindices[mi_vspan])
{
gun.renderfx |= RF_LIMITLERP;
r_lerpdistance = 135;
}
}
gun.effects |= (cl.stats[STAT_ITEMS] & IT_QUAD) ? EF_BLUE : 0;
gun.effects |= (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) ? EF_RED : 0;
gun.effects |= (cl.stats[STAT_ITEMS] & IT_SUIT) ? EF_GREEN : 0;
gun.frame = cent->current.frame;
if (cent->frametime >= 0 && cent->frametime <= r_refdef2.time) {
gun.oldframe = cent->oldframe;
gun.framelerp = (r_refdef2.time - cent->frametime) * 10;
} else {
gun.oldframe = gun.frame;
gun.framelerp = -1;
}
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
switch(currententity->model->type)
{
case mod_alias:
R_DrawAliasModel (currententity);
break;
case mod_alias3:
R_DrawAlias3Model (currententity);
break;
default:
Com_Printf("Not drawing view model of type %i\n", currententity->model->type);
break;
}
glDepthRange (gldepthmin, gldepthmax);
}
void R_PolyBlend(void)
{
extern cvar_t gl_hwblend;
if (vid_hwgamma_enabled && gl_hwblend.value && !cl.teamfortress)
return;
if (!v_blend[3])
return;
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_TEXTURE_2D);
glColor4fv (v_blend);
glBegin (GL_QUADS);
glVertex2f (r_refdef.vrect.x, r_refdef.vrect.y);
glVertex2f (r_refdef.vrect.x + r_refdef.vrect.width, r_refdef.vrect.y);
glVertex2f (r_refdef.vrect.x + r_refdef.vrect.width, r_refdef.vrect.y + r_refdef.vrect.height);
glVertex2f (r_refdef.vrect.x, r_refdef.vrect.y + r_refdef.vrect.height);
glEnd ();
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
glEnable (GL_ALPHA_TEST);
glColor3ubv (color_white);
}
void R_BrightenScreen(void)
{
extern float vid_gamma;
float f;
if (vid_hwgamma_enabled)
return;
if (v_contrast.value <= 1.0)
return;
f = min (v_contrast.value, 3);
f = pow (f, vid_gamma);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glBlendFunc (GL_DST_COLOR, GL_ONE);
glBegin (GL_QUADS);
while (f > 1)
{
if (f >= 2)
{
glColor3ubv (color_white);
}
else
{
glColor3f (f - 1, f - 1, f - 1);
}
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
f *= 0.5;
}
glEnd ();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glColor3ubv (color_white);
}
int SignbitsForPlane(mplane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j = 0; j < 3; j++) {
if (out->normal[j] < 0)
bits |= 1 << j;
}
return bits;
}
void R_SetFrustum(void)
{
int i;
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
for (i = 0; i < 4; i++) {
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
void R_SetupFrame(void)
{
vec3_t testorigin;
mleaf_t *leaf;
R_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
r_viewleaf2 = NULL;
// check above and below so crossing solid water doesn't draw wrong
if (r_viewleaf->contents <= CONTENTS_WATER && r_viewleaf->contents >= CONTENTS_LAVA) {
// look up a bit
VectorCopy (r_origin, testorigin);
testorigin[2] += 10;
leaf = Mod_PointInLeaf (testorigin, cl.worldmodel);
if (leaf->contents == CONTENTS_EMPTY)
r_viewleaf2 = leaf;
} else if (r_viewleaf->contents == CONTENTS_EMPTY) {
// look down a bit
VectorCopy (r_origin, testorigin);
testorigin[2] -= 10;
leaf = Mod_PointInLeaf (testorigin, cl.worldmodel);
if (leaf->contents <= CONTENTS_WATER && leaf->contents >= CONTENTS_LAVA)
r_viewleaf2 = leaf;
}
V_SetContentsColor (r_viewleaf->contents);
V_AddWaterfog (r_viewleaf->contents);
V_CalcBlend ();
r_cache_thrash = false;
c_brush_polys = 0;
c_alias_polys = 0;
}
void MYgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
if (cl_multiview.value == 2 && !cl_mvinset.value && cls.mvdplayback)
glFrustum( xmin, xmax, ymin + (ymax - ymin)*0.25, ymax - (ymax - ymin)*0.25, zNear, zFar);
else if (cl_multiview.value == 3 && cls.mvdplayback) {
if (CURRVIEW == 2)
glFrustum( xmin, xmax, ymin + (ymax - ymin)*0.25, ymax - (ymax - ymin)*0.25, zNear, zFar);
else
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar);
}
else
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar);
}
void R_SetViewports(int glx, int x, int gly, int y2, int w, int h, float max)
{
//
// Setup Multiview-viewports
//
if (max == 1)
{
glViewport (glx + x, gly + y2, w, h);
return;
}
else if (max == 2 && cl_mvinset.value)
{
if (CURRVIEW == 2)
glViewport (glx + x, gly + y2, w, h);
else if (CURRVIEW == 1 && !cl_sbar.value)
glViewport (glx + x + (glwidth/3)*2 + 2, gly + y2 + (glheight/3)*2, w/3, h/3);
else if (CURRVIEW == 1 && cl_sbar.value)
glViewport (glx + x + (glwidth/3)*2 + 2, gly + y2 + (h/3)*2, w/3, h/3);
else
Com_Printf("ERROR!\n");
return;
}
else if (max == 2 && !cl_mvinset.value)
{
if (CURRVIEW == 2)
glViewport (0, h/2, w, h/2);
else if (CURRVIEW == 1)
glViewport (0, 0, w, h/2-1);
else
Com_Printf("ERROR!\n");
return;
}
else if (max == 3)
{
if (CURRVIEW == 2)
glViewport (0, h/2, w, h/2);
else if (CURRVIEW == 3)
glViewport (0, 0, w/2, h/2-1);
else
glViewport (w/2, 0, w/2, h/2-1);
return;
}
else
{
if (cl_multiview.value > 4)
cl_multiview.value = 4;
if (CURRVIEW == 2)
glViewport (0, h/2, w/2, h/2);
else if (CURRVIEW == 3)
glViewport (w/2, h/2, w/2, h/2);
else if (CURRVIEW == 4)
glViewport (0, 0, w/2, h/2-1);
else if (CURRVIEW == 1)
glViewport (w/2, 0, w/2, h/2-1);
}
return;
}
void R_SetupGL(void)
{
float screenaspect;
extern int glwidth, glheight;
int x, x2, y2, y, w, h, farclip;
// set up viewpoint
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
x = r_refdef.vrect.x * glwidth / vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth / vid.width;
y = (vid.height-r_refdef.vrect.y) * glheight / vid.height;
y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight / vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y2 < 0)
y2--;
if (y < glheight)
y++;
w = x2 - x;
h = y - y2;
// Multiview
if (CURRVIEW && cl_multiview.value && cls.mvdplayback)
{
R_SetViewports(glx, x, gly, y2, w, h, cl_multiview.value);
}
if (!cl_multiview.value || !cls.mvdplayback)
{
glViewport (glx + x, gly + y2, w, h);
}
farclip = max((int) r_farclip.value, 4096);
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
MYgluPerspective (r_refdef.fov_y, screenaspect, r_nearclip.value, farclip);
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
// set drawing parms
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
if (cl_multiview.value && cls.mvdplayback) {
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
}
glDepthRange (gldepthmin, gldepthmax);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint (GL_FOG_HINT,GL_NICEST);
glEnable(GL_DEPTH_TEST);
if(gl_gammacorrection.integer)
{
glEnable(GL_FRAMEBUFFER_SRGB);
}
else
{
glDisable(GL_FRAMEBUFFER_SRGB);
}
}
void R_Init(void)
{
Cmd_AddCommand ("loadsky", R_LoadSky_f);
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
#ifndef CLIENTONLY
Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
#endif
Cvar_SetCurrentGroup(CVAR_GROUP_EYECANDY);
Cvar_Register (&r_bloom);
Cvar_Register (&r_bloom_darken);
Cvar_Register (&r_bloom_alpha);
Cvar_Register (&r_bloom_diamond_size);
Cvar_Register (&r_bloom_intensity);
Cvar_Register (&r_bloom_sample_size);
Cvar_Register (&r_bloom_fast_sample);
Cvar_Register (&r_drawentities);
Cvar_Register (&r_lerpframes);
Cvar_Register (&r_lerpmuzzlehack);
Cvar_Register (&r_drawflame);
Cvar_Register (&gl_detail);
Cvar_Register (&gl_powerupshells);
Cvar_Register (&gl_powerupshells_style);
Cvar_Register (&gl_powerupshells_size);
Cvar_Register (&gl_powerupshells_base1level);
Cvar_Register (&gl_powerupshells_effect1level);
Cvar_Register (&gl_powerupshells_base2level);
Cvar_Register (&gl_powerupshells_effect2level);
Cvar_Register (&gl_simpleitems);
Cvar_Register (&gl_simpleitems_size);
Cvar_Register (&gl_simpleitems_orientation);
Cvar_Register (&gl_motion_blur);
Cvar_Register (&gl_motion_blur_fps);
Cvar_Register (&gl_motion_blur_norm);
Cvar_Register (&gl_motion_blur_hurt);
Cvar_Register (&gl_motion_blur_dead);
Cvar_SetCurrentGroup(CVAR_GROUP_PARTICLES);
Cvar_Register (&gl_solidparticles);
Cvar_Register (&gl_squareparticles);
Cvar_Register (&gl_part_explosions);
Cvar_Register (&gl_part_trails);
Cvar_Register (&gl_part_tracer1_color);
Cvar_Register (&gl_part_tracer1_size);
Cvar_Register (&gl_part_tracer1_time);
Cvar_Register (&gl_part_tracer2_color);
Cvar_Register (&gl_part_tracer2_size);
Cvar_Register (&gl_part_tracer2_time);
Cvar_Register (&gl_part_spikes);
Cvar_Register (&gl_part_gunshots);
Cvar_Register (&gl_part_blood);
Cvar_Register (&gl_part_telesplash);
Cvar_Register (&gl_part_blobs);
Cvar_Register (&gl_part_lavasplash);
Cvar_Register (&gl_part_inferno);
Cvar_Register (&gl_particle_style);
Cvar_Register (&gl_part_detpackexplosion_fire_color);
Cvar_Register (&gl_part_detpackexplosion_ray_color);
Cvar_SetCurrentGroup(CVAR_GROUP_TURB);
Cvar_Register (&r_skyname);
Cvar_Register (&r_fastsky);
Cvar_Register (&r_skycolor);
Cvar_Register (&r_fastturb);
Cvar_Register (&r_telecolor);
Cvar_Register (&r_lavacolor);
Cvar_Register (&r_slimecolor);
Cvar_Register (&r_watercolor);
Cvar_Register (&r_novis);
Cvar_Register (&r_wateralpha);
Cvar_Register (&gl_caustics);
if (!COM_CheckParm ("-nomtex")) {
Cvar_Register (&gl_waterfog);
Cvar_Register (&gl_waterfog_density);
Cvar_Register (&gl_waterfog_color_water);
Cvar_Register (&gl_waterfog_color_lava);
Cvar_Register (&gl_waterfog_color_slime);
}
Cvar_Register (&gl_fogenable);
Cvar_Register (&gl_fogstart);
Cvar_Register (&gl_fogend);
Cvar_Register (&gl_fogsky);
Cvar_Register (&gl_fogred);
Cvar_Register (&gl_fogblue);
Cvar_Register (&gl_foggreen);
Cvar_SetCurrentGroup(CVAR_GROUP_BLEND);
Cvar_Register (&gl_polyblend);
Cvar_SetCurrentGroup(CVAR_GROUP_SKIN);
Cvar_Register (&r_fullbrightSkins);
Cvar_Register (&r_enemyskincolor);
Cvar_Register (&r_teamskincolor);
Cvar_Register (&r_skincolormode);
Cvar_SetCurrentGroup(CVAR_GROUP_LIGHTING);
Cvar_Register (&r_dynamic);
Cvar_Register (&gl_fb_bmodels);
Cvar_Register (&gl_fb_models);
Cvar_Register (&gl_lightmode);
Cvar_Register (&gl_flashblend);
Cvar_Register (&gl_rl_globe);
Cvar_Register (&r_shadows);
Cvar_Register (&r_fullbright);
Cvar_Register (&r_lightmap);
Cvar_Register (&gl_shaftlight);
Cvar_Register (&gl_loadlitfiles);
Cvar_Register (&gl_colorlights);
Cvar_SetCurrentGroup(CVAR_GROUP_TEXTURES);
Cvar_Register (&gl_playermip);
Cvar_Register (&gl_subdivide_size);
Cvar_Register (&gl_lumaTextures);
Cvar_Register (&r_drawflat);
Cvar_Register (&r_wallcolor);
Cvar_Register (&r_floorcolor);
Cvar_Register (&gl_textureless); //Qrack
Cvar_SetCurrentGroup(CVAR_GROUP_OPENGL);
Cvar_Register (&r_farclip);
Cvar_Register (&gl_smoothmodels);
Cvar_Register (&gl_affinemodels);
Cvar_Register (&gl_clear);
Cvar_Register (&gl_clearColor);
Cvar_Register (&gl_cull);
Cvar_Register(&gl_brush_polygonoffset);
Cvar_Register (&gl_nocolors);
Cvar_Register (&gl_finish);
Cvar_Register (&gl_gammacorrection);
Cvar_Register (&gl_modulate);
Cvar_Register (&gl_outline);
Cvar_Register (&gl_outline_width);
Cvar_SetCurrentGroup(CVAR_GROUP_SCREEN);
Cvar_Register (&r_speeds);
Cvar_Register (&r_netgraph);
Cvar_Register (&r_netstats);
Cvar_Register(&cl_multiview);
Cvar_Register(&cl_mvdisplayhud);
Cvar_Register(&cl_mvhudvertical);
Cvar_Register(&cl_mvhudflip);
Cvar_Register(&cl_mvhudpos);
cl_mvhudpos.OnChange = SCR_OnChangeMVHudPos;
Cvar_Register(&cl_mvinset);
Cvar_Register(&cl_mvinsetcrosshair);
Cvar_Register(&cl_mvinsethud);
Cvar_ResetCurrentGroup();
if (!hud_netgraph)
hud_netgraph = HUD_Register("netgraph", /*"r_netgraph"*/ NULL, "Shows your network conditions in graph-form. With netgraph you can monitor your latency (ping), packet loss and network errors.",
HUD_PLUSMINUS | HUD_ON_SCORES, ca_onserver, 0, SCR_HUD_Netgraph,
"0", "top", "left", "bottom", "0", "0", "0", "0 0 0", NULL,
"swap_x", "0",
"swap_y", "0",
"inframes", "0",
"scale", "256",
"ploss", "1",
"width", "256",
"height", "32",
"lostscale", "1",
"full", "0",
"alpha", "1",
NULL);
// this minigl driver seems to slow us down if the particles are drawn WITHOUT Z buffer bits
if (!strcmp(gl_vendor, "METABYTE/WICKED3D"))
Cvar_SetDefault(&gl_solidparticles, 1);
R_InitTextures (); // FIXME: not sure is this safe re-init
R_InitBubble (); // safe re-init
R_InitParticles (); // safe re-init imo
CI_Init (); // safe re-init
//VULT STUFF
if (qmb_initialized)
{
InitVXStuff(); // safe re-init imo
}
else
; // FIXME: hm, in case of vid_restart, what we must do if before vid_restart qmb_initialized was true?
InitTracker();
R_InitOtherTextures (); // safe re-init
R_InitBloomTextures();
}
void R_RenderScene(void)
{
extern void Skins_PreCache(void);
vec3_t colors;
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_Check_R_FullBright(); // check for changes in r_fullbright
R_MarkLeaves (); // done here so we know if we're in water
Skins_PreCache (); // preache skins if needed
R_DrawWorld (); // adds static entities to the list
CL_S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList (&cl_visents);
R_DrawEntitiesOnList (&cl_alphaents);
R_DrawWaterSurfaces ();
GL_DisableMultitexture();
// START shaman BUG fog was out of control when fogstart>fogend {
if (gl_fogenable.value && gl_fogstart.value >= 0 && gl_fogstart.value < gl_fogend.value) // } END shaman BUG fog was out of control when fogstart>fogend
{
glFogi(GL_FOG_MODE, GL_LINEAR);
colors[0] = gl_fogred.value;
colors[1] = gl_foggreen.value;
colors[2] = gl_fogblue.value;
glFogfv(GL_FOG_COLOR, colors);
glFogf(GL_FOG_START, gl_fogstart.value);
glFogf(GL_FOG_END, gl_fogend.value);
glEnable(GL_FOG);
}
else
{
glDisable(GL_FOG);
}
}
void OnChange_gl_clearColor(cvar_t *v, char *s, qbool *cancel) {
byte *color;
char buf[MAX_COM_TOKEN];
strlcpy(buf,s,sizeof(buf));
color = StringToRGB(buf);
clearColor[0] = color[0] / 255.0;
clearColor[1] = color[1] / 255.0;
clearColor[2] = color[2] / 255.0;
glClearColor (clearColor[0], clearColor[1], clearColor[2], 1.0);
}
void R_Clear(void)
{
int clearbits = 0;
// This used to cause a bug with some graphics cards when
// in multiview mode. It would clear all but the last
// drawn views.
if (!cl_multiview.value && (gl_clear.value || (!vid_hwgamma_enabled && v_contrast.value > 1)))
{
clearbits |= GL_COLOR_BUFFER_BIT;
}
if (gl_clear.value)
{
if (gl_fogenable.value)
glClearColor(gl_fogred.value,gl_foggreen.value,gl_fogblue.value,0.5);//Tei custom clear color
else
glClearColor (clearColor[0], clearColor[1], clearColor[2], 1.0);
}
clearbits |= GL_DEPTH_BUFFER_BIT;
glClear (clearbits);
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
glDepthRange (gldepthmin, gldepthmax);
}
// player velocity is drawn on screen
// as 3d vector and its projections
static void draw_velocity_3d(void)
{
extern cvar_t show_velocity_3d_offset_forward;
extern cvar_t show_velocity_3d_offset_down;
extern cvar_t show_velocity_3d;
vec3_t *origin = &r_refdef.vieworg;
vec3_t *angles = &r_refdef.viewangles;
const float vx = cl.simvel[0];
const float vy = cl.simvel[1];
const float vz = cl.simvel[2];
const float yaw_degrees = (*angles)[YAW];
const float yaw = DEG2RAD(yaw_degrees);
const double c = cos(yaw);
const double s = sin(yaw);
const double scale_factor = 0.04;
const float v_side = (float) (scale_factor * (-vx * s + vy * c));
const float v_forward = (float) (scale_factor * (vx * c + vy * s));
const float v_up = (float) (scale_factor * vz);
const float line_width = 10.f;
const float stipple_line_width = 5.f;
const float stipple_line_colour[3] = { 0.5f, 0.5f, 0.5f };
const vec3_t v3_zero = {0.f, 0.f, 0.f };
glPushMatrix();
glTranslatef((*origin)[0], (*origin)[1], (*origin)[2]);
glRotatef(yaw_degrees, 0.f, 0.f, 1.f);
glTranslatef(show_velocity_3d_offset_forward.value,
0.f, -show_velocity_3d_offset_down.value);
glPushAttrib(GL_LINE_BIT | GL_TEXTURE_BIT);
glDisable(GL_TEXTURE_2D);
switch (show_velocity_3d.integer)
{
case 1: //show vertical
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0xFF00);
glLineWidth(stipple_line_width);
glColor3fv(stipple_line_colour);
glBegin(GL_LINES);
glVertex3f(v_forward, v_side, 0.f);
glVertex3f(v_forward, v_side, v_up);
glEnd();
glDisable(GL_LINE_STIPPLE);
glLineWidth(line_width);
glColor3f(0.f, 1.f, 0.f);
glBegin(GL_LINES);
glVertex3fv(v3_zero);
glVertex3f(v_forward, v_side, v_up);
glEnd();
//no break here
case 2: //show horizontal velocity only
glColor3f(1.f, 0.f, 0.f);
glLineWidth(line_width);
glBegin(GL_LINES);
glVertex3fv(v3_zero);
glVertex3f(v_forward, v_side, 0.f);
glEnd();
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0xFF00);
glColor3fv(stipple_line_colour);
glLineWidth(stipple_line_width);
glBegin(GL_LINE_LOOP);
glVertex3fv(v3_zero);
glVertex3f(0.f, v_side, 0.f);
glVertex3f(v_forward, v_side, 0.f);
glVertex3f(v_forward, 0.f, 0.f);
glEnd();
default:
break;
}
glPopAttrib();
glPopMatrix();
}
/*
Motion blur effect.
Stolen from FTE engine.
*/
static void R_RenderSceneBlurDo(float alpha)
{
static double last_time;
double current_time = Sys_DoubleTime(), diff_time = current_time - last_time;
double fps = gl_motion_blur_fps.value > 0 ? gl_motion_blur_fps.value : 77;
qbool draw = (alpha >= 0); // negative alpha mean we don't draw anything but copy screen only.
int vwidth = 1, vheight = 1;
float vs, vt, cs, ct;
// Remember all attributes.
glPushAttrib(GL_ALL_ATTRIB_BITS);
// alpha more than 0.5 are wrong.
alpha = bound(0.1, alpha, 0.5);
if (gl_support_arb_texture_non_power_of_two)
{ //we can use any size, supposedly
vwidth = glwidth;
vheight = glheight;
}
else
{ //limit the texture size to square and use padding.
while (vwidth < glwidth)
vwidth *= 2;
while (vheight < glheight)
vheight *= 2;
}
glViewport (0, 0, glwidth, glheight);
GL_Bind(sceneblur_texture);
// go 2d
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glOrtho(0, glwidth, 0, glheight, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity ();
//blend the last frame onto the scene
//the maths is because our texture is over-sized (must be power of two)
cs = vs = (float)glwidth / vwidth * 0.5;
ct = vt = (float)glheight / vheight * 0.5;
// qqshka: I don't get what is gl_motionblurscale, so simply removed it.
vs *= 1;//gl_motionblurscale.value;
vt *= 1;//gl_motionblurscale.value;
glDisable(GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, alpha);
if (draw)
{
glBegin(GL_QUADS);
glTexCoord2f(cs-vs, ct-vt);
glVertex2f(0, 0);
glTexCoord2f(cs+vs, ct-vt);
glVertex2f(glwidth, 0);
glTexCoord2f(cs+vs, ct+vt);
glVertex2f(glwidth, glheight);
glTexCoord2f(cs-vs, ct+vt);
glVertex2f(0, glheight);
glEnd();
}
// Restore matrices.
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// With high frame rate frames difference is soo smaaaal, so motion blur almost unnoticeable,
// so I copy frame not every frame.
if (diff_time >= 1.0 / fps)
{
last_time = current_time;
//copy the image into the texture so that we can play with it next frame too!
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
// Restore attributes.
glPopAttrib();
}
static void R_RenderSceneBlur(void)
{
if (!gl_motion_blur.integer)
{
// Motion blur disabled entirely.
return;
}
// FIXME: Actually here should be some smoothing code for transaction from one case to another,
// since for example if we turned off blur for everything but hurt, when we feel pain we use blur, but when
// pain is ended we saddenly turning blur off, that does not look natural.
if (gl_motion_blur_dead.value && cl.stats[STAT_HEALTH] < 1)
{
// We are dead.
R_RenderSceneBlurDo (gl_motion_blur_dead.value);
}
// We are alive, lets check different cases.
else if (gl_motion_blur_hurt.value && cl.hurtblur > cl.time)
{
// Hurt.
R_RenderSceneBlurDo (gl_motion_blur_hurt.value);
}
else if (gl_motion_blur_norm.value)
{
// Plain case.
R_RenderSceneBlurDo (gl_motion_blur_norm.value);
}
else
{
// We do not really blur anything, just copy image, so if we start bluring it will be smooth transaction.
R_RenderSceneBlurDo (-1);
}
}
void R_RenderView(void)
{
extern void DrawCI (void);
double time1 = 0, time2;
if (!r_worldentity.model || !cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
if (r_speeds.value) {
glFinish ();
time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
if (gl_finish.value)
glFinish ();
R_Clear ();
// render normal view
R_RenderScene ();
R_RenderDlights ();
R_DrawParticles ();
DrawCI ();
//VULT: CORONAS
//Even if coronas gets turned off, let active ones fade out
if (amf_coronas.value || CoronaCount)
R_DrawCoronas();
R_DrawViewModel ();
{
extern cvar_t show_velocity_3d;
if(show_velocity_3d.integer) draw_velocity_3d();
}
SCR_SetupAutoID ();
if (cl_multiview.value && cls.mvdplayback)
{
// Only bloom when we have drawn all views when in multiview.
if (CURRVIEW == 1)
{
R_RenderSceneBlur();
R_BloomBlend();
}
}
else
{
// Normal, bloom on each frame.
R_RenderSceneBlur();
R_BloomBlend();
}
if (r_speeds.value) {
time2 = Sys_DoubleTime ();
Print_flags[Print_current] |= PR_TR_SKIP;
Com_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2 - time1) * 1000), c_brush_polys, c_alias_polys);
}
}
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