1008 lines
23 KiB
C
1008 lines
23 KiB
C
//=======================================================================
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// Copyright XashXT Group 2010 ©
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// gl_rmain.c - renderer main loop
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//=======================================================================
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#include "common.h"
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#include "client.h"
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#include "gl_local.h"
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#include "mathlib.h"
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msurface_t *r_debug_surface;
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const char *r_debug_hitbox;
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float gldepthmin, gldepthmax;
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qboolean fogEnabled = false;
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vec3_t fogColor;
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float fogDensity;
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ref_params_t r_lastRefdef;
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ref_instance_t RI, prevRI;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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static int R_RankForRenderMode( cl_entity_t *ent )
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{
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switch( ent->curstate.rendermode )
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{
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case kRenderTransTexture:
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case kRenderTransInverse:
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return 1; // draw second
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case kRenderTransAdd:
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return 2; // draw third
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case kRenderGlow:
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return 3; // must be last!
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}
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return 0;
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}
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/*
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===============
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R_StaticEntity
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Static entity is the brush which has no custom origin and not rotated
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typically is a func_wall, func_breakable, func_ladder etc
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===============
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*/
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static qboolean R_StaticEntity( cl_entity_t *ent )
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{
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if( !gl_allow_static->integer )
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return false;
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if( ent->curstate.rendermode != kRenderNormal )
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return false;
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if( ent->model->type != mod_brush )
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return false;
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if( ent->curstate.frame || ent->model->flags & MODEL_CONVEYOR )
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return false;
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if( !VectorIsNull( ent->origin ) || !VectorIsNull( ent->angles ))
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return false;
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return true;
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}
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/*
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===============
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R_OpaqueEntity
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Opaque entity can be brush or studio model but sprite
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===============
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*/
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static qboolean R_OpaqueEntity( cl_entity_t *ent )
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{
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if( ent->curstate.rendermode == kRenderNormal )
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return true;
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if( ent->model->type == mod_sprite )
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return false;
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if( ent->curstate.rendermode == kRenderTransAlpha )
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return true;
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return false;
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}
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/*
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===============
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R_TransEntityCompare
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Sorting translucent entities by rendermode then by distance
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===============
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*/
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static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
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{
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cl_entity_t *ent1, *ent2;
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vec3_t vecLen, org;
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float len1, len2;
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ent1 = (cl_entity_t *)*a;
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ent2 = (cl_entity_t *)*b;
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// now sort by rendermode
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if( R_RankForRenderMode( ent1 ) > R_RankForRenderMode( ent2 ))
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return -1;
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if( R_RankForRenderMode( ent1 ) < R_RankForRenderMode( ent2 ))
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return 1;
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// then by distance
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if( ent1->model->type == mod_brush )
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{
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VectorAverage( ent1->model->mins, ent1->model->maxs, org );
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VectorAdd( ent1->origin, org, org );
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VectorSubtract( RI.pvsorigin, org, vecLen );
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}
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else VectorSubtract( RI.pvsorigin, ent1->origin, vecLen );
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len1 = VectorLength( vecLen );
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if( ent2->model->type == mod_brush )
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{
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VectorAverage( ent2->model->mins, ent2->model->maxs, org );
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VectorAdd( ent2->origin, org, org );
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VectorSubtract( RI.pvsorigin, org, vecLen );
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}
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else VectorSubtract( RI.pvsorigin, ent2->origin, vecLen );
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len2 = VectorLength( vecLen );
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if( len1 > len2 )
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return -1;
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if( len1 < len2 )
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return 1;
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return 0;
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}
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qboolean R_WorldToScreen( const vec3_t point, vec3_t screen )
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{
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matrix4x4 worldToScreen;
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qboolean behind;
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float w;
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Matrix4x4_Copy( worldToScreen, RI.worldviewProjectionMatrix );
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screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
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screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
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// z = worldToScreen[2][0] * point[0] + worldToScreen[2][1] * point[1] + worldToScreen[2][2] * point[2] + worldToScreen[2][3];
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w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
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// Just so we have something valid here
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screen[2] = 0.0f;
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if( w < 0.001f )
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{
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behind = true;
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screen[0] *= 100000;
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screen[1] *= 100000;
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}
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else
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{
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float invw = 1.0f / w;
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behind = false;
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screen[0] *= invw;
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screen[1] *= invw;
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}
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return behind;
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}
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void R_ScreenToWorld( const vec3_t screen, vec3_t point )
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{
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// TODO: implement
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}
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/*
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===============
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R_ComputeFxBlend
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===============
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*/
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int R_ComputeFxBlend( cl_entity_t *e )
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{
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int blend = 0, renderAmt;
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float offset, dist;
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vec3_t tmp;
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offset = ((int)e->index ) * 363.0f; // Use ent index to de-sync these fx
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renderAmt = e->curstate.renderamt;
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switch( e->curstate.renderfx )
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{
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case kRenderFxPulseSlowWide:
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blend = renderAmt + 0x40 * sin( RI.refdef.time * 2 + offset );
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break;
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case kRenderFxPulseFastWide:
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blend = renderAmt + 0x40 * sin( RI.refdef.time * 8 + offset );
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break;
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case kRenderFxPulseSlow:
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blend = renderAmt + 0x10 * sin( RI.refdef.time * 2 + offset );
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break;
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case kRenderFxPulseFast:
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blend = renderAmt + 0x10 * sin( RI.refdef.time * 8 + offset );
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break;
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// JAY: HACK for now -- not time based
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case kRenderFxFadeSlow:
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if( renderAmt > 0 )
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renderAmt -= 1;
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else renderAmt = 0;
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blend = renderAmt;
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break;
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case kRenderFxFadeFast:
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if( renderAmt > 3 )
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renderAmt -= 4;
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else renderAmt = 0;
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blend = renderAmt;
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break;
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case kRenderFxSolidSlow:
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if( renderAmt < 255 )
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renderAmt += 1;
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else renderAmt = 255;
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blend = renderAmt;
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break;
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case kRenderFxSolidFast:
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if( renderAmt < 252 )
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renderAmt += 4;
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else renderAmt = 255;
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blend = renderAmt;
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break;
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case kRenderFxStrobeSlow:
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blend = 20 * sin( RI.refdef.time * 4 + offset );
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if( blend < 0 ) blend = 0;
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else blend = renderAmt;
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break;
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case kRenderFxStrobeFast:
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blend = 20 * sin( RI.refdef.time * 16 + offset );
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if( blend < 0 ) blend = 0;
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else blend = renderAmt;
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break;
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case kRenderFxStrobeFaster:
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blend = 20 * sin( RI.refdef.time * 36 + offset );
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if( blend < 0 ) blend = 0;
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else blend = renderAmt;
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break;
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case kRenderFxFlickerSlow:
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blend = 20 * (sin( RI.refdef.time * 2 ) + sin( RI.refdef.time * 17 + offset ));
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if( blend < 0 ) blend = 0;
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else blend = renderAmt;
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break;
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case kRenderFxFlickerFast:
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blend = 20 * (sin( RI.refdef.time * 16 ) + sin( RI.refdef.time * 23 + offset ));
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if( blend < 0 ) blend = 0;
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else blend = renderAmt;
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break;
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case kRenderFxHologram:
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case kRenderFxDistort:
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VectorCopy( e->origin, tmp );
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VectorSubtract( tmp, RI.refdef.vieworg, tmp );
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dist = DotProduct( tmp, RI.refdef.forward );
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// Turn off distance fade
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if( e->curstate.renderfx == kRenderFxDistort )
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dist = 1;
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if( dist <= 0 )
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{
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blend = 0;
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}
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else
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{
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renderAmt = 180;
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if( dist <= 100 ) blend = renderAmt;
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else blend = (int) ((1.0f - ( dist - 100 ) * ( 1.0f / 400.0f )) * renderAmt );
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blend += Com_RandomLong( -32, 31 );
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}
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break;
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case kRenderFxDeadPlayer:
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blend = renderAmt; // safe current renderamt because it's player index!
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break;
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case kRenderFxNone:
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case kRenderFxClampMinScale:
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default:
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if( e->curstate.rendermode == kRenderNormal )
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blend = 255;
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else blend = renderAmt;
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break;
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}
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blend = bound( 0, blend, 255 );
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return blend;
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}
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/*
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===============
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R_ClearScene
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===============
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*/
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void R_ClearScene( void )
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{
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tr.num_solid_entities = tr.num_trans_entities = 0;
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tr.num_static_entities = 0;
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}
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/*
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===============
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R_AddEntity
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===============
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*/
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qboolean R_AddEntity( struct cl_entity_s *clent, int entityType )
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{
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if( !r_drawentities->integer )
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return false; // not allow to drawing
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if( !clent || !clent->model )
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return false; // if set to invisible, skip
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if( clent->curstate.rendermode != kRenderNormal && clent->curstate.renderamt <= 0.0f )
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return true; // done
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clent->curstate.entityType = entityType;
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clent->curstate.renderamt = R_ComputeFxBlend( clent );
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if( R_OpaqueEntity( clent ))
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{
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if( R_StaticEntity( clent ))
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{
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// opaque static
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if( tr.num_static_entities >= MAX_VISIBLE_PACKET )
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return false;
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tr.static_entities[tr.num_static_entities] = clent;
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tr.num_static_entities++;
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}
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else
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{
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// opaque moving
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if( tr.num_solid_entities >= MAX_VISIBLE_PACKET )
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return false;
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tr.solid_entities[tr.num_solid_entities] = clent;
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tr.num_solid_entities++;
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}
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}
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else
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{
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// translucent
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if( tr.num_trans_entities >= MAX_VISIBLE_PACKET )
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return false;
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tr.trans_entities[tr.num_trans_entities] = clent;
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tr.num_trans_entities++;
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}
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return true;
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}
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/*
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=============
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R_Clear
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=============
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*/
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static void R_Clear( int bitMask )
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{
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int bits;
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bits = GL_DEPTH_BUFFER_BIT;
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if( RI.drawWorld && r_fastsky->integer )
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bits |= GL_COLOR_BUFFER_BIT;
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if( glState.stencilEnabled && r_shadows->integer )
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bits |= GL_STENCIL_BUFFER_BIT;
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bits &= bitMask;
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if( bits & GL_STENCIL_BUFFER_BIT )
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pglClearStencil( 128 );
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pglClear( bits );
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gldepthmin = 0.0f;
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gldepthmax = 1.0f;
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pglDepthRange( gldepthmin, gldepthmax );
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}
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//=============================================================================
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/*
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===============
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R_GetFarClip
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===============
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*/
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static float R_GetFarClip( void )
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{
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if( cl.worldmodel && RI.drawWorld )
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return RI.refdef.movevars->zmax + 1024.0f;
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return 2048.0f;
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}
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/*
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===============
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R_SetupFrustum
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===============
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*/
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static void R_SetupFrustum( void )
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{
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vec3_t farPoint;
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int i;
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// 0 - left
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// 1 - right
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// 2 - down
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// 3 - up
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// 4 - farclip
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// rotate RI.vforward right by FOV_X/2 degrees
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RotatePointAroundVector( RI.frustum[0].normal, RI.vup, RI.vforward, -( 90 - RI.refdef.fov_x / 2 ));
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// rotate RI.vforward left by FOV_X/2 degrees
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RotatePointAroundVector( RI.frustum[1].normal, RI.vup, RI.vforward, 90 - RI.refdef.fov_x / 2 );
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// rotate RI.vforward up by FOV_X/2 degrees
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RotatePointAroundVector( RI.frustum[2].normal, RI.vright, RI.vforward, 90 - RI.refdef.fov_y / 2 );
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// rotate RI.vforward down by FOV_X/2 degrees
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RotatePointAroundVector( RI.frustum[3].normal, RI.vright, RI.vforward, -( 90 - RI.refdef.fov_y / 2 ));
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// negate forward vector
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VectorNegate( RI.vforward, RI.frustum[4].normal );
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for( i = 0; i < 4; i++ )
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{
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RI.frustum[i].type = PLANE_NONAXIAL;
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RI.frustum[i].dist = DotProduct( RI.vieworg, RI.frustum[i].normal );
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RI.frustum[i].signbits = SignbitsForPlane( RI.frustum[i].normal );
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}
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VectorMA( RI.vieworg, R_GetFarClip(), RI.vforward, farPoint );
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RI.frustum[i].type = PLANE_NONAXIAL;
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RI.frustum[i].dist = DotProduct( farPoint, RI.frustum[i].normal );
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RI.frustum[i].signbits = SignbitsForPlane( RI.frustum[i].normal );
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}
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/*
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=============
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R_SetupProjectionMatrix
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=============
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*/
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static void R_SetupProjectionMatrix( const ref_params_t *fd, matrix4x4 m )
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{
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GLdouble xMin, xMax, yMin, yMax, zNear, zFar;
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RI.farClip = R_GetFarClip();
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zNear = 4.0f;
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zFar = max( 256.0f, RI.farClip );
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yMax = zNear * tan( fd->fov_y * M_PI / 360.0 );
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yMin = -yMax;
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xMax = zNear * tan( fd->fov_x * M_PI / 360.0 );
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xMin = -xMax;
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Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
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}
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/*
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=============
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R_SetupModelviewMatrix
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=============
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*/
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static void R_SetupModelviewMatrix( const ref_params_t *fd, matrix4x4 m )
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{
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#if 0
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Matrix4x4_LoadIdentity( m );
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Matrix4x4_ConcatRotate( m, -90, 1, 0, 0 );
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Matrix4x4_ConcatRotate( m, 90, 0, 0, 1 );
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#else
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Matrix4x4_CreateModelview( m );
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#endif
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Matrix4x4_ConcatRotate( m, -fd->viewangles[2], 1, 0, 0 );
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Matrix4x4_ConcatRotate( m, -fd->viewangles[0], 0, 1, 0 );
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Matrix4x4_ConcatRotate( m, -fd->viewangles[1], 0, 0, 1 );
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Matrix4x4_ConcatTranslate( m, -fd->vieworg[0], -fd->vieworg[1], -fd->vieworg[2] );
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}
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/*
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=============
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R_LoadIdentity
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=============
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*/
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void R_LoadIdentity( void )
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{
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if( tr.modelviewIdentity ) return;
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Matrix4x4_LoadIdentity( RI.objectMatrix );
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Matrix4x4_Copy( RI.modelviewMatrix, RI.worldviewMatrix );
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GL_LoadMatrix( RI.modelviewMatrix );
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tr.modelviewIdentity = true;
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}
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/*
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=============
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R_RotateForEntity
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=============
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*/
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void R_RotateForEntity( cl_entity_t *e )
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{
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float scale = 1.0f;
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if( e == clgame.entities || R_StaticEntity( e ))
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{
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R_LoadIdentity();
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return;
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}
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if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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Matrix4x4_CreateFromEntity( RI.objectMatrix, e->angles, e->origin, scale );
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Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
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GL_LoadMatrix( RI.modelviewMatrix );
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tr.modelviewIdentity = false;
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}
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/*
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=============
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R_TranslateForEntity
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=============
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*/
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void R_TranslateForEntity( cl_entity_t *e )
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{
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float scale = 1.0f;
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if( e == clgame.entities || R_StaticEntity( e ))
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{
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R_LoadIdentity();
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return;
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}
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if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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Matrix4x4_CreateFromEntity( RI.objectMatrix, vec3_origin, e->origin, scale );
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Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
|
|
|
|
GL_LoadMatrix( RI.modelviewMatrix );
|
|
tr.modelviewIdentity = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupFrame
|
|
===============
|
|
*/
|
|
static void R_SetupFrame( void )
|
|
{
|
|
// build the transformation matrix for the given view angles
|
|
VectorCopy( RI.refdef.vieworg, RI.vieworg );
|
|
AngleVectors( RI.refdef.viewangles, RI.vforward, RI.vright, RI.vup );
|
|
|
|
R_AnimateLight();
|
|
R_RunViewmodelEvents();
|
|
|
|
tr.framecount++;
|
|
|
|
// sort translucents entities by rendermode and distance
|
|
qsort( tr.trans_entities, tr.num_trans_entities, sizeof( cl_entity_t* ), R_TransEntityCompare );
|
|
|
|
// current viewleaf
|
|
if( RI.drawWorld )
|
|
{
|
|
float height;
|
|
mleaf_t *leaf;
|
|
vec3_t tmp;
|
|
|
|
VectorCopy( cl.worldmodel->mins, RI.visMins );
|
|
VectorCopy( cl.worldmodel->maxs, RI.visMaxs );
|
|
RI.waveHeight = RI.refdef.movevars->waveHeight * 2.0f; // set global waveheight
|
|
|
|
if(!( RI.params & RP_OLDVIEWLEAF ))
|
|
{
|
|
r_oldviewleaf = r_viewleaf;
|
|
r_oldviewleaf2 = r_viewleaf2;
|
|
leaf = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes );
|
|
r_viewleaf2 = r_viewleaf = leaf;
|
|
height = RI.waveHeight ? RI.waveHeight : 16;
|
|
|
|
// check above and below so crossing solid water doesn't draw wrong
|
|
if( leaf->contents == CONTENTS_EMPTY )
|
|
{
|
|
// look down a bit
|
|
VectorCopy( RI.pvsorigin, tmp );
|
|
tmp[2] -= height;
|
|
leaf = Mod_PointInLeaf( tmp, cl.worldmodel->nodes );
|
|
if(( leaf->contents != CONTENTS_SOLID ) && ( leaf != r_viewleaf2 ))
|
|
r_viewleaf2 = leaf;
|
|
}
|
|
else
|
|
{
|
|
// look up a bit
|
|
VectorCopy( RI.pvsorigin, tmp );
|
|
tmp[2] += height;
|
|
leaf = Mod_PointInLeaf( tmp, cl.worldmodel->nodes );
|
|
if(( leaf->contents != CONTENTS_SOLID ) && ( leaf != r_viewleaf2 ))
|
|
r_viewleaf2 = leaf;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
static void R_SetupGL( void )
|
|
{
|
|
if( RI.refdef.waterlevel >= 3 )
|
|
{
|
|
float f;
|
|
f = sin( cl.time * 0.4f * ( M_PI * 2.7f ));
|
|
RI.refdef.fov_x += f;
|
|
RI.refdef.fov_y -= f;
|
|
}
|
|
|
|
R_SetupModelviewMatrix( &RI.refdef, RI.worldviewMatrix );
|
|
R_SetupProjectionMatrix( &RI.refdef, RI.projectionMatrix );
|
|
if( RI.params & RP_MIRRORVIEW ) RI.projectionMatrix[0][0] = -RI.projectionMatrix[0][0];
|
|
|
|
Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );
|
|
|
|
pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] );
|
|
pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );
|
|
|
|
pglMatrixMode( GL_PROJECTION );
|
|
GL_LoadMatrix( RI.projectionMatrix );
|
|
|
|
pglMatrixMode( GL_MODELVIEW );
|
|
GL_LoadMatrix( RI.worldviewMatrix );
|
|
|
|
if( RI.params & RP_CLIPPLANE )
|
|
{
|
|
GLdouble clip[4];
|
|
mplane_t *p = &RI.clipPlane;
|
|
|
|
clip[0] = p->normal[0];
|
|
clip[1] = p->normal[1];
|
|
clip[2] = p->normal[2];
|
|
clip[3] = -p->dist;
|
|
|
|
pglClipPlane( GL_CLIP_PLANE0, clip );
|
|
pglEnable( GL_CLIP_PLANE0 );
|
|
}
|
|
|
|
if( RI.params & RP_FLIPFRONTFACE )
|
|
GL_FrontFace( !glState.frontFace );
|
|
|
|
GL_Cull( GL_FRONT );
|
|
|
|
pglDisable( GL_BLEND );
|
|
pglDisable( GL_ALPHA_TEST );
|
|
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_EndGL
|
|
=============
|
|
*/
|
|
static void R_EndGL( void )
|
|
{
|
|
if( RI.params & RP_FLIPFRONTFACE )
|
|
GL_FrontFace( !glState.frontFace );
|
|
|
|
if( RI.params & RP_CLIPPLANE )
|
|
pglDisable( GL_CLIP_PLANE0 );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_CheckFog
|
|
|
|
check for underwater fog
|
|
FIXME: allow TriAPI fog for override
|
|
=============
|
|
*/
|
|
static void R_CheckFog( void )
|
|
{
|
|
model_t *model;
|
|
gltexture_t *tex;
|
|
int i, count;
|
|
|
|
fogEnabled = false;
|
|
|
|
if( RI.refdef.waterlevel < 3 || !RI.drawWorld || !r_viewleaf )
|
|
return;
|
|
|
|
model = CL_GetWaterModel( cl.refdef.vieworg );
|
|
tex = NULL;
|
|
|
|
// check for water texture
|
|
if( model && model->type == mod_brush )
|
|
{
|
|
msurface_t *surf;
|
|
|
|
count = model->nummodelsurfaces;
|
|
|
|
for( i = 0, surf = &model->surfaces[model->firstmodelsurface]; i < count; i++, surf++ )
|
|
{
|
|
if( surf->flags & SURF_DRAWTURB && surf->texinfo && surf->texinfo->texture )
|
|
{
|
|
tex = R_GetTexture( surf->texinfo->texture->gl_texturenum );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
msurface_t **surf;
|
|
|
|
count = r_viewleaf->nummarksurfaces;
|
|
|
|
for( i = 0, surf = r_viewleaf->firstmarksurface; i < count; i++, surf++ )
|
|
{
|
|
if((*surf)->flags & SURF_DRAWTURB && (*surf)->texinfo && (*surf)->texinfo->texture )
|
|
{
|
|
tex = R_GetTexture( (*surf)->texinfo->texture->gl_texturenum );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( i == count || !tex )
|
|
return; // no valid fogs
|
|
|
|
// copy fog params
|
|
fogColor[0] = tex->fogParams[0] / 255.0f;
|
|
fogColor[1] = tex->fogParams[1] / 255.0f;
|
|
fogColor[2] = tex->fogParams[2] / 255.0f;
|
|
fogDensity = tex->fogParams[3] * 0.000025f;
|
|
|
|
fogEnabled = true;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawFog
|
|
|
|
=============
|
|
*/
|
|
void R_DrawFog( void )
|
|
{
|
|
if( !fogEnabled || RI.refdef.onlyClientDraw )
|
|
return;
|
|
|
|
pglEnable( GL_FOG );
|
|
pglFogi( GL_FOG_MODE, GL_EXP );
|
|
pglFogf( GL_FOG_DENSITY, fogDensity );
|
|
pglFogfv( GL_FOG_COLOR, fogColor );
|
|
pglHint( GL_FOG_HINT, GL_NICEST );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
void R_DrawEntitiesOnList( void )
|
|
{
|
|
int i, numErrors;
|
|
|
|
glState.drawTrans = false;
|
|
|
|
// draw the solid submodels fog
|
|
R_DrawFog ();
|
|
|
|
// first draw solid entities
|
|
for( i = 0; i < tr.num_solid_entities; i++ )
|
|
{
|
|
if( RI.refdef.onlyClientDraw )
|
|
break;
|
|
|
|
RI.currententity = tr.solid_entities[i];
|
|
RI.currentmodel = RI.currententity->model;
|
|
|
|
ASSERT( RI.currententity != NULL );
|
|
ASSERT( RI.currententity->model != NULL );
|
|
|
|
switch( RI.currentmodel->type )
|
|
{
|
|
case mod_brush:
|
|
R_DrawBrushModel( RI.currententity );
|
|
break;
|
|
case mod_studio:
|
|
R_DrawStudioModel( RI.currententity );
|
|
break;
|
|
case mod_sprite:
|
|
R_DrawSpriteModel( RI.currententity );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
CL_DrawBeams( false );
|
|
clgame.dllFuncs.pfnDrawNormalTriangles();
|
|
|
|
numErrors = 0;
|
|
while( pglGetError() != GL_NO_ERROR )
|
|
numErrors++;
|
|
|
|
if( numErrors )
|
|
MsgDev( D_ERROR, "invalid gl operation in HUD_DrawNormalTriangles( %i errors )\n", numErrors );
|
|
|
|
// don't fogging translucent surfaces
|
|
pglDisable( GL_FOG );
|
|
pglDepthMask( GL_FALSE );
|
|
glState.drawTrans = true;
|
|
|
|
CL_DrawBeams( true );
|
|
CL_DrawParticles();
|
|
|
|
// then draw translicent entities
|
|
for( i = 0; i < tr.num_trans_entities; i++ )
|
|
{
|
|
if( RI.refdef.onlyClientDraw )
|
|
break;
|
|
|
|
RI.currententity = tr.trans_entities[i];
|
|
RI.currentmodel = RI.currententity->model;
|
|
|
|
ASSERT( RI.currententity != NULL );
|
|
ASSERT( RI.currententity->model != NULL );
|
|
|
|
switch( RI.currentmodel->type )
|
|
{
|
|
case mod_brush:
|
|
R_DrawBrushModel( RI.currententity );
|
|
break;
|
|
case mod_studio:
|
|
R_DrawStudioModel( RI.currententity );
|
|
break;
|
|
case mod_sprite:
|
|
R_DrawSpriteModel( RI.currententity );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
clgame.dllFuncs.pfnDrawTransparentTriangles ();
|
|
|
|
numErrors = 0;
|
|
while( pglGetError() != GL_NO_ERROR )
|
|
numErrors++;
|
|
|
|
if( numErrors )
|
|
MsgDev( D_ERROR, "invalid gl operation in HUD_DrawTransparentTriangles( %i errors )\n", numErrors );
|
|
|
|
glState.drawTrans = false;
|
|
pglDepthMask( GL_TRUE );
|
|
R_DrawViewModel();
|
|
|
|
CL_ExtraUpdate();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderScene
|
|
|
|
RI.refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderScene( const ref_params_t *fd )
|
|
{
|
|
RI.refdef = *fd;
|
|
|
|
if( !cl.worldmodel && RI.drawWorld )
|
|
Host_Error( "R_RenderView: NULL worldmodel\n" );
|
|
|
|
R_PushDlights();
|
|
|
|
R_SetupFrame();
|
|
R_SetupFrustum();
|
|
R_SetupGL();
|
|
R_Clear( ~0 );
|
|
|
|
R_MarkLeaves();
|
|
R_CheckFog();
|
|
R_DrawWorld();
|
|
|
|
CL_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
R_DrawEntitiesOnList();
|
|
|
|
R_DrawWaterSurfaces();
|
|
|
|
R_EndGL();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_BeginFrame
|
|
===============
|
|
*/
|
|
void R_BeginFrame( qboolean clearScene )
|
|
{
|
|
if( gl_clear->integer && clearScene && cls.state != ca_cinematic )
|
|
{
|
|
pglClear( GL_COLOR_BUFFER_BIT );
|
|
}
|
|
|
|
// update gamma
|
|
if( vid_gamma->modified )
|
|
{
|
|
vid_gamma->modified = false;
|
|
GL_UpdateGammaRamp();
|
|
}
|
|
|
|
// go into 2D mode
|
|
R_Set2DMode( true );
|
|
|
|
// draw buffer stuff
|
|
pglDrawBuffer( GL_BACK );
|
|
|
|
// texturemode stuff
|
|
// update texture parameters
|
|
if( gl_texturemode->modified || gl_texture_anisotropy->modified || gl_texture_lodbias ->modified )
|
|
R_SetTextureParameters();
|
|
|
|
// swapinterval stuff
|
|
GL_UpdateSwapInterval();
|
|
|
|
CL_ExtraUpdate ();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RenderFrame
|
|
===============
|
|
*/
|
|
void R_RenderFrame( const ref_params_t *fd, qboolean drawWorld )
|
|
{
|
|
if( r_norefresh->integer )
|
|
return;
|
|
|
|
R_Set2DMode( false );
|
|
GL_BackendStartFrame();
|
|
|
|
if( drawWorld ) r_lastRefdef = *fd;
|
|
|
|
RI.params = RP_NONE;
|
|
RI.farClip = 0;
|
|
RI.rdflags = 0;
|
|
RI.clipFlags = 15;
|
|
RI.drawWorld = drawWorld;
|
|
RI.lerpFrac = cl.lerpFrac;
|
|
RI.thirdPerson = cl.thirdperson;
|
|
|
|
// adjust field of view for widescreen
|
|
if( glState.wideScreen && r_adjust_fov->integer )
|
|
V_AdjustFov( &RI.refdef.fov_x, &RI.refdef.fov_y, glState.width, glState.height, false );
|
|
|
|
if( !r_lockcull->integer )
|
|
VectorCopy( fd->vieworg, RI.cullorigin );
|
|
VectorCopy( fd->vieworg, RI.pvsorigin );
|
|
|
|
// setup scissor
|
|
RI.scissor[0] = fd->viewport[0];
|
|
RI.scissor[1] = glState.height - fd->viewport[3] - fd->viewport[1];
|
|
RI.scissor[2] = fd->viewport[2];
|
|
RI.scissor[3] = fd->viewport[3];
|
|
|
|
// setup viewport
|
|
RI.viewport[0] = fd->viewport[0];
|
|
RI.viewport[1] = glState.height - fd->viewport[3] - fd->viewport[1];
|
|
RI.viewport[2] = fd->viewport[2];
|
|
RI.viewport[3] = fd->viewport[3];
|
|
|
|
if( gl_finish->integer && drawWorld )
|
|
pglFinish();
|
|
|
|
R_RenderScene( fd );
|
|
|
|
// R_BloomBlend( fd );
|
|
|
|
GL_BackendEndFrame();
|
|
|
|
// go into 2D mode (in case we draw PlayerSetup between two 2d calls)
|
|
R_Set2DMode( true );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_EndFrame
|
|
===============
|
|
*/
|
|
void R_EndFrame( void )
|
|
{
|
|
// flush any remaining 2D bits
|
|
R_Set2DMode( false );
|
|
|
|
// check errors
|
|
GL_CheckForErrors ();
|
|
|
|
if( !pwglSwapBuffers( glw_state.hDC ))
|
|
Sys_Break( "wglSwapBuffers() failed!\n" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_DrawCubemapView
|
|
===============
|
|
*/
|
|
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
|
|
{
|
|
} |