/* ============= 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_SetupGL ============= */ static void R_SetupGL( void ) { if( r_underwater_distortion->value && RI.refdef.waterlevel >= 3 ) { float f; f = sin( cl.time * r_underwater_distortion->value * ( 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 ); if( RP_NORMALPASS( )) { int x, x2, y, y2; // set up viewport (main, playersetup) x = floor( RI.viewport[0] * glState.width / glState.width ); x2 = ceil(( RI.viewport[0] + RI.viewport[2] ) * glState.width / glState.width ); y = floor( glState.height - RI.viewport[1] * glState.height / glState.height ); y2 = ceil( glState.height - ( RI.viewport[1] + RI.viewport[3] ) * glState.height / glState.height ); pglViewport( x, y2, x2 - x, y - y2 ); } else { // envpass, mirrorpass 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 ); }