/* ============= R_SetupGL ============= */ void R_SetupGL (void) { float screenaspect; float yfov; int i; extern int glwidth, glheight; int x, x2, y2, y, w, h; // // 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; if (envmap) { x = y2 = 0; w = h = 256; } #ifdef ESQUAKE glRotatef(-90.0f, 0.0f, 0.0f, 1.0f); //glViewport (glx + x, gly + y2, h, w); glViewport(glx + y2, gly + x, h, w); #else glViewport (glx + x, gly + y2, w, h); #endif screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096); if (mirror) { if (mirror_plane->normal[2]) glScalef (1, -1, 1); else glScalef (-1, 1, 1); glCullFace(GL_BACK); } else 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); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glEnable(GL_DEPTH_TEST); }
/* ================= R_DrawAliasModel ================= */ void R_DrawAliasModel (entity_t *e) { int i; dmdl_t *paliashdr; float an; vec3_t bbox[8]; image_t *skin; if ( !( e->flags & RF_WEAPONMODEL ) ) { if ( R_CullAliasModel( bbox, e ) ) return; } if ( e->flags & RF_WEAPONMODEL ) { if ( r_lefthand->value == 2 ) return; } paliashdr = (dmdl_t *)currentmodel->extradata; // // get lighting information // // PMM - rewrote, reordered to handle new shells & mixing // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy // if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) ) { VectorClear (shadelight); if (currententity->flags & RF_SHELL_HALF_DAM) { shadelight[0] = 0.56; shadelight[1] = 0.59; shadelight[2] = 0.45; } if ( currententity->flags & RF_SHELL_DOUBLE ) { shadelight[0] = 0.9; shadelight[1] = 0.7; } if ( currententity->flags & RF_SHELL_RED ) shadelight[0] = 1.0; if ( currententity->flags & RF_SHELL_GREEN ) shadelight[1] = 1.0; if ( currententity->flags & RF_SHELL_BLUE ) shadelight[2] = 1.0; } /* // PMM -special case for godmode if ( (currententity->flags & RF_SHELL_RED) && (currententity->flags & RF_SHELL_BLUE) && (currententity->flags & RF_SHELL_GREEN) ) { for (i=0 ; i<3 ; i++) shadelight[i] = 1.0; } else if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) ) { VectorClear (shadelight); if ( currententity->flags & RF_SHELL_RED ) { shadelight[0] = 1.0; if (currententity->flags & (RF_SHELL_BLUE|RF_SHELL_DOUBLE) ) shadelight[2] = 1.0; } else if ( currententity->flags & RF_SHELL_BLUE ) { if ( currententity->flags & RF_SHELL_DOUBLE ) { shadelight[1] = 1.0; shadelight[2] = 1.0; } else { shadelight[2] = 1.0; } } else if ( currententity->flags & RF_SHELL_DOUBLE ) { shadelight[0] = 0.9; shadelight[1] = 0.7; } } else if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN ) ) { VectorClear (shadelight); // PMM - new colors if ( currententity->flags & RF_SHELL_HALF_DAM ) { shadelight[0] = 0.56; shadelight[1] = 0.59; shadelight[2] = 0.45; } if ( currententity->flags & RF_SHELL_GREEN ) { shadelight[1] = 1.0; } } } //PMM - ok, now flatten these down to range from 0 to 1.0. // max_shell_val = max(shadelight[0], max(shadelight[1], shadelight[2])); // if (max_shell_val > 0) // { // for (i=0; i<3; i++) // { // shadelight[i] = shadelight[i] / max_shell_val; // } // } // pmm */ else if ( currententity->flags & RF_FULLBRIGHT ) { for (i=0 ; i<3 ; i++) shadelight[i] = 1.0; } else { R_LightPoint (currententity->origin, shadelight); // player lighting hack for communication back to server // big hack! if ( currententity->flags & RF_WEAPONMODEL ) { // pick the greatest component, which should be the same // as the mono value returned by software if (shadelight[0] > shadelight[1]) { if (shadelight[0] > shadelight[2]) r_lightlevel->value = 150*shadelight[0]; else r_lightlevel->value = 150*shadelight[2]; } else { if (shadelight[1] > shadelight[2]) r_lightlevel->value = 150*shadelight[1]; else r_lightlevel->value = 150*shadelight[2]; } } if ( gl_monolightmap->string[0] != '0' ) { float s = shadelight[0]; if ( s < shadelight[1] ) s = shadelight[1]; if ( s < shadelight[2] ) s = shadelight[2]; shadelight[0] = s; shadelight[1] = s; shadelight[2] = s; } } if ( currententity->flags & RF_MINLIGHT ) { for (i=0 ; i<3 ; i++) if (shadelight[i] > 0.1) break; if (i == 3) { shadelight[0] = 0.1; shadelight[1] = 0.1; shadelight[2] = 0.1; } } if ( currententity->flags & RF_GLOW ) { // bonus items will pulse with time float scale; float min; scale = 0.1 * sin(r_newrefdef.time*7); for (i=0 ; i<3 ; i++) { min = shadelight[i] * 0.8; shadelight[i] += scale; if (shadelight[i] < min) shadelight[i] = min; } } // ================= // PGM ir goggles color override if ( r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE) { shadelight[0] = 1.0; shadelight[1] = 0.0; shadelight[2] = 0.0; } // PGM // ================= shadedots = r_avertexnormal_dots[((int)(currententity->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; an = currententity->angles[1]/180*M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; VectorNormalize (shadevector); // // locate the proper data // c_alias_polys += paliashdr->num_tris; // // draw all the triangles // if (currententity->flags & RF_DEPTHHACK) // hack the depth range to prevent view model from poking into walls qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); if ( ( currententity->flags & RF_WEAPONMODEL ) && ( r_lefthand->value == 1.0F ) ) { extern void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ); qglMatrixMode( GL_PROJECTION ); qglPushMatrix(); qglLoadIdentity(); qglScalef( -1, 1, 1 ); MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 4, 4096); qglMatrixMode( GL_MODELVIEW ); qglCullFace( GL_BACK ); } qglPushMatrix (); e->angles[PITCH] = -e->angles[PITCH]; // sigh. e->angles[ROLL] = e->angles[ROLL] * R_RollMult(); // Knightmare- roll is backwards R_RotateForEntity (e, true); e->angles[PITCH] = -e->angles[PITCH]; // sigh. e->angles[ROLL] = e->angles[ROLL] * R_RollMult(); // Knightmare- roll is backwards // select skin if (currententity->skin) skin = currententity->skin; // custom player skin else { if (currententity->skinnum >= MAX_MD2SKINS) skin = currentmodel->skins[0]; else { skin = currentmodel->skins[currententity->skinnum]; if (!skin) skin = currentmodel->skins[0]; } } if (!skin) skin = r_notexture; // fallback... GL_Bind(skin->texnum); // draw it qglShadeModel (GL_SMOOTH); GL_TexEnv( GL_MODULATE ); if ( currententity->flags & RF_TRANSLUCENT ) { qglEnable (GL_BLEND); } if ( (currententity->frame >= paliashdr->num_frames) || (currententity->frame < 0) ) { ri.Con_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such frame %d\n", currentmodel->name, currententity->frame); currententity->frame = 0; currententity->oldframe = 0; } if ( (currententity->oldframe >= paliashdr->num_frames) || (currententity->oldframe < 0)) { ri.Con_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such oldframe %d\n", currentmodel->name, currententity->oldframe); currententity->frame = 0; currententity->oldframe = 0; } if ( !r_lerpmodels->value ) currententity->backlerp = 0; GL_DrawAliasFrameLerp (paliashdr, currententity->backlerp); GL_TexEnv( GL_REPLACE ); qglShadeModel (GL_FLAT); qglPopMatrix (); //#if 1 if (gl_showbbox->value) // Knightmare- show bbox option { qglColor4f (1.0f, 1.0f, 1.0f, 1.0f); qglDisable( GL_CULL_FACE ); qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); qglDisable( GL_TEXTURE_2D ); /* qglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i < 8; i++ ) { qglVertex3fv( bbox[i] ); } qglEnd();*/ qglBegin( GL_QUADS ); qglVertex3fv( bbox[0] ); qglVertex3fv( bbox[1] ); qglVertex3fv( bbox[3] ); qglVertex3fv( bbox[2] ); qglVertex3fv( bbox[4] ); qglVertex3fv( bbox[5] ); qglVertex3fv( bbox[7] ); qglVertex3fv( bbox[6] ); qglVertex3fv( bbox[0] ); qglVertex3fv( bbox[1] ); qglVertex3fv( bbox[5] ); qglVertex3fv( bbox[4] ); qglVertex3fv( bbox[2] ); qglVertex3fv( bbox[3] ); qglVertex3fv( bbox[7] ); qglVertex3fv( bbox[6] ); qglEnd(); qglEnable( GL_TEXTURE_2D ); qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); qglEnable( GL_CULL_FACE ); } //#endif if ( ( currententity->flags & RF_WEAPONMODEL ) && ( r_lefthand->value == 1.0F ) ) { qglMatrixMode( GL_PROJECTION ); qglPopMatrix(); qglMatrixMode( GL_MODELVIEW ); qglCullFace( GL_FRONT ); } if ( currententity->flags & RF_TRANSLUCENT ) { qglDisable (GL_BLEND); } if (currententity->flags & RF_DEPTHHACK) qglDepthRange (gldepthmin, gldepthmax); if (gl_shadows->value && !(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL))) { // qglPushMatrix (); // R_RotateForEntity (e, false); // qglDisable (GL_TEXTURE_2D); // qglEnable (GL_BLEND); // qglColor4f (0, 0, 0, gl_shadowalpha->value); // was 0.5 GL_DrawAliasShadow (e, paliashdr, currententity->frame ); // qglEnable (GL_TEXTURE_2D); // qglDisable (GL_BLEND); // qglPopMatrix (); } qglColor4f (1,1,1,1); }
/* ============= R_SetupGL ============= */ void R_SetupGL (void) { float screenaspect; float yfov; int i; extern int glwidth, glheight; int x, x2, y2, y, w, h; // // 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; if (envmap) { x = y2 = 0; w = h = 256; } glViewport (glx + x, gly + y2, w, h); screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096); if (mirror) { if (mirror_plane->normal[2]) glScalef (1, -1, 1); else glScalef (-1, 1, 1); glCullFace(GL_BACK); } else glCullFace(GL_FRONT); glMatrixMode(GL_MODELVIEW); #ifdef DO_OWN_MATRIX_MATH float mv[16]; setIdentityM(mv, 0); rotateM(mv, -90, 1, 0, 0); // put Z going up rotateM(mv, 90, 0, 0, 1); // put Z going up rotateM(mv, -r_refdef.viewangles[2], 1, 0, 0); rotateM(mv, -r_refdef.viewangles[0], 0, 1, 0); rotateM(mv, -r_refdef.viewangles[1], 0, 0, 1); translateM(mv, 0, -r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); glLoadMatrixf(mv); memcpy(r_world_matrix, mv, sizeof(r_world_matrix)); #else 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]); #ifdef USE_OPENGLES static qboolean initialized; static qboolean haveGL_OES_matrix_get; static qboolean haveGL_OES_query_matrix; #if 0 if (! initialized) { const char* extensions = (const char*) glGetString(GL_EXTENSIONS); haveGL_OES_matrix_get = strstr(extensions, "GL_OES_matrix_get") != NULL; haveGL_OES_query_matrix = strstr(extensions, "GL_OES_query_matrix") != NULL; initialized = true; } if (haveGL_OES_query_matrix) { GLfixed mantissa[16]; GLint exponent[16]; glQueryMatrixxOES( mantissa, exponent ); for(int i = 0; i < 16; i++) { r_world_matrix[i] = scalbnf(mantissa[i], exponent[i]-16); } } else if (haveGL_OES_matrix_get) { glGetIntegerv (MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES, (GLint*) r_world_matrix); } else #endif { // No way to get the world matix, set to identity memset(r_world_matrix, 0, sizeof(r_world_matrix)); for(i = 0; i < 16; i += 5) { r_world_matrix[i] = 1.0f; } } #else glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); #endif #endif // DO_OWN_MATRIX_MATH // // set drawing parms // if (gl_cull.value) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glEnable(GL_DEPTH_TEST); }