/* ================ R_RenderScene r_refdef must be set before the first call ================ */ void R_RenderScene (void) { R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water R_DrawWorld (); // adds static entities to the list S_ExtraUpdate (); // don't let sound get messed up if going slow R_DrawEntitiesOnList (); GL_DisableMultitexture(); R_RenderDlights (); R_DrawParticles (); #ifdef GLTEST Test_Draw (); #endif }
/* =============== R_SetupView =============== */ void R_SetupView (void) { Fog_SetupFrame (); //johnfitz // 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_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); V_SetContentsColor (r_viewleaf->contents); V_CalcBlend (); r_cache_thrash = false; //johnfitz -- calculate r_fovx and r_fovy here r_fovx = r_refdef.fov_x; r_fovy = r_refdef.fov_y; render_warp = false; if (r_waterwarp.value) { int contents = Mod_PointInLeaf (r_origin, cl.worldmodel)->contents; if (contents == CONTENTS_WATER || contents == CONTENTS_SLIME || contents == CONTENTS_LAVA) { if (r_waterwarp.value == 1) render_warp = true; else { //variance is a percentage of width, where width = 2 * tan(fov / 2) otherwise the effect is too dramatic at high FOV and too subtle at low FOV. what a mess! r_fovx = atan(tan(DEG2RAD(r_refdef.fov_x) / 2) * (0.97 + sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180; r_fovy = atan(tan(DEG2RAD(r_refdef.fov_y) / 2) * (1.03 - sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180; } } } //johnfitz R_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars R_MarkSurfaces (); //johnfitz -- create texture chains from PVS R_CullSurfaces (); //johnfitz -- do after R_SetFrustum and R_MarkSurfaces R_UpdateWarpTextures (); //johnfitz -- do this before R_Clear //johnfitz -- cheat-protect some draw modes r_drawflat_cheatsafe = r_fullbright_cheatsafe = r_lightmap_cheatsafe = false; r_drawworld_cheatsafe = true; if (cl.maxclients == 1) { if (!r_drawworld.value) r_drawworld_cheatsafe = false; if (r_drawflat.value) r_drawflat_cheatsafe = true; else if (r_fullbright.value || !cl.worldmodel->lightdata) r_fullbright_cheatsafe = true; else if (r_lightmap.value) r_lightmap_cheatsafe = true; } //johnfitz }
/* ================ R_RenderScene r_refdef must be set before the first call ================ */ void R_RenderScene (void) { R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water /* Experimenting with lighting. glEnable(GL_LIGHTING); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); GLfloat specular[4] = {1, 1, 1, 1}; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); int li = 0; for (; li < 8; li += 1) { if (cl_dlights[li].die >= cl.time && cl_dlights[li].radius) { GLfloat pos[4] = { cl_dlights[li].origin[0], cl_dlights[li].origin[1], cl_dlights[li].origin[2], 1.0}; glLightfv(GL_LIGHT0+li, GL_POSITION, pos); glLightf(GL_LIGHT0+li, GL_CONSTANT_ATTENUATION, 0.1); glEnable(GL_LIGHT0+li); } else { break; } } */ R_DrawWorld (); // adds static entities to the list S_ExtraUpdate (); // don't let sound get messed up if going slow /*for (li -=1; li >= 0; li -= 1) { glDisable(GL_LIGHT0+li); } glDisable(GL_LIGHTING);*/ R_DrawEntitiesOnList (); GL_DisableMultitexture(); R_RenderDlights (); R_DrawParticles (); #ifdef GLTEST Test_Draw (); #endif }
void R_SetupGenericView(void) { Fog_SetupFrame(); // Build the transformation matrix for the given view angles Math_VectorCopy(r_refdef.vieworg, r_origin); Math_AngleVectors(r_refdef.viewangles, vpn, vright, vup); r_fovx = r_refdef.fov_x; r_fovy = r_refdef.fov_y; R_SetFrustum(r_fovx, r_fovy); Video_ClearBuffer(); }