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- // rendergl.cpp: core opengl rendering stuff
-
- #include "cube.h"
- #include "bot/bot.h"
-
- bool hasTE = false, hasMT = false, hasMDA = false;
-
- // GL_ARB_multitexture
- PFNGLACTIVETEXTUREARBPROC glActiveTexture_ = NULL;
- PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTexture_ = NULL;
- PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2f_ = NULL;
- PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3f_ = NULL;
-
- // GL_EXT_multi_draw_arrays
- PFNGLMULTIDRAWARRAYSEXTPROC glMultiDrawArrays_ = NULL;
-
- void *getprocaddress(const char *name)
- {
- return SDL_GL_GetProcAddress(name);
- }
-
- void gl_init(int w, int h, int bpp, int depth, int fsaa)
- {
- //#define fogvalues 0.5f, 0.6f, 0.7f, 1.0f
-
- glViewport(0, 0, w, h);
- glClearDepth(1.0);
- glDepthFunc(GL_LESS);
- glEnable(GL_DEPTH_TEST);
- glShadeModel(GL_SMOOTH);
-
-
- glEnable(GL_FOG);
- glFogi(GL_FOG_MODE, GL_LINEAR);
- glFogf(GL_FOG_DENSITY, 0.25);
- glHint(GL_FOG_HINT, GL_NICEST);
-
-
- glEnable(GL_LINE_SMOOTH);
- glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
- glEnable(GL_POLYGON_OFFSET_LINE);
- glPolygonOffset(-3.0, -3.0);
-
- glCullFace(GL_FRONT);
- glEnable(GL_CULL_FACE);
-
- const char *vendor = (const char *)glGetString(GL_VENDOR);
- const char *exts = (const char *)glGetString(GL_EXTENSIONS);
- const char *renderer = (const char *)glGetString(GL_RENDERER);
- const char *version = (const char *)glGetString(GL_VERSION);
- conoutf("Renderer: %s (%s)", renderer, vendor);
- conoutf("Driver: %s", version);
-
- if(strstr(exts, "GL_EXT_texture_env_combine") || strstr(exts, "GL_ARB_texture_env_combine")) hasTE = true;
- else conoutf("WARNING: cannot use overbright lighting, using old lighting model!");
-
- if(strstr(exts, "GL_ARB_multitexture"))
- {
- glActiveTexture_ = (PFNGLACTIVETEXTUREARBPROC) getprocaddress("glActiveTextureARB");
- glClientActiveTexture_ = (PFNGLCLIENTACTIVETEXTUREARBPROC)getprocaddress("glClientActiveTextureARB");
- glMultiTexCoord2f_ = (PFNGLMULTITEXCOORD2FARBPROC) getprocaddress("glMultiTexCoord2fARB");
- glMultiTexCoord3f_ = (PFNGLMULTITEXCOORD3FARBPROC) getprocaddress("glMultiTexCoord3fARB");
- hasMT = true;
- }
-
- if(strstr(exts, "GL_EXT_multi_draw_arrays"))
- {
- glMultiDrawArrays_ = (PFNGLMULTIDRAWARRAYSEXTPROC)getprocaddress("glMultiDrawArraysEXT");
- hasMDA = true;
- }
-
- if(fsaa) glEnable(GL_MULTISAMPLE);
-
- inittmus();
-
- camera1 = player1;
- }
-
- void cleangl()
- {
- }
-
- void line(int x1, int y1, float z1, int x2, int y2, float z2)
- {
- glBegin(GL_POLYGON);
- glVertex3f((float)x1, (float)y1, z1);
- glVertex3f((float)x1, y1+0.01f, z1);
- glVertex3f((float)x2, y2+0.01f, z2);
- glVertex3f((float)x2, (float)y2, z2);
- glEnd();
- xtraverts += 4;
- }
-
- void linestyle(float width, int r, int g, int b)
- {
- glLineWidth(width);
- glColor3ub(r,g,b);
- }
-
- void box(block &b, float z1, float z2, float z3, float z4)
- {
- glBegin(GL_POLYGON);
- glVertex3f((float)b.x, (float)b.y, z1);
- glVertex3f((float)b.x+b.xs, (float)b.y, z2);
- glVertex3f((float)b.x+b.xs, (float)b.y+b.ys, z3);
- glVertex3f((float)b.x, (float)b.y+b.ys, z4);
- glEnd();
- xtraverts += 4;
- }
-
- void quad(GLuint tex, float x, float y, float s, float tx, float ty, float tsx, float tsy)
- {
- if(!tsy) tsy = tsx;
- glBindTexture(GL_TEXTURE_2D, tex);
- glBegin(GL_QUADS);
- glTexCoord2f(tx, ty); glVertex2f(x, y);
- glTexCoord2f(tx+tsx, ty); glVertex2f(x+s, y);
- glTexCoord2f(tx+tsx, ty+tsy); glVertex2f(x+s, y+s);
- glTexCoord2f(tx, ty+tsy); glVertex2f(x, y+s);
- glEnd();
- xtraverts += 4;
- }
-
- void circle(GLuint tex, float x, float y, float r, float tx, float ty, float tr, int subdiv)
- {
- glBindTexture(GL_TEXTURE_2D, tex);
- glBegin(GL_TRIANGLE_FAN);
- glTexCoord2f(tx, ty);
- glVertex2f(x, y);
- loopi(subdiv+1)
- {
- float c = cosf(2*M_PI*i/float(subdiv)), s = sinf(2*M_PI*i/float(subdiv));
- glTexCoord2f(tx + tr*c, ty + tr*s);
- glVertex2f(x + r*c, y + r*s);
- }
- glEnd();
- xtraverts += subdiv+2;
- }
-
- void dot(int x, int y, float z)
- {
- const float DOF = 0.1f;
- glBegin(GL_POLYGON);
- glVertex3f(x-DOF, y-DOF, z);
- glVertex3f(x+DOF, y-DOF, z);
- glVertex3f(x+DOF, y+DOF, z);
- glVertex3f(x-DOF, y+DOF, z);
- glEnd();
- xtraverts += 4;
- }
-
- void blendbox(int x1, int y1, int x2, int y2, bool border, int tex)
- {
- glDepthMask(GL_FALSE);
- glDisable(GL_TEXTURE_2D);
- if(tex>=0)
- {
- glBindTexture(GL_TEXTURE_2D, tex);
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- glColor3f(1, 1, 1);
-
- int texw = 512;
- int texh = texw;
- int cols = (int)((x2-x1)/texw+1);
- int rows = (int)((y2-y1)/texh+1);
- xtraverts += cols*rows*4;
-
- loopj(rows)
- {
- float ytexcut = 0.0f;
- float yboxcut = 0.0f;
- if((j+1)*texh>y2-y1) // cut last row to match the box height
- {
- yboxcut = (float)(((j+1)*texh)-(y2-y1));
- ytexcut = (float)(((j+1)*texh)-(y2-y1))/texh;
- }
-
- loopi(cols)
- {
- float xtexcut = 0.0f;
- float xboxcut = 0.0f;
- if((i+1)*texw>x2-x1)
- {
- xboxcut = (float)(((i+1)*texw)-(x2-x1));
- xtexcut = (float)(((i+1)*texw)-(x2-x1))/texw;
- }
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f((float)x1+texw*i, (float)y1+texh*j);
- glTexCoord2f(1-xtexcut, 0); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*j);
- glTexCoord2f(1-xtexcut, 1-ytexcut); glVertex2f(x1+texw*(i+1)-xboxcut, (float)y1+texh*(j+1)-yboxcut);
- glTexCoord2f(0, 1-ytexcut); glVertex2f((float)x1+texw*i, y1+texh*(j+1)-yboxcut);
- glEnd();
- }
- }
- }
- else
- {
- if(border) glColor3f(0.7f, 0.7f, 0.7f); //glColor3d(0.5, 0.3, 0.4);
- else glColor3f(1, 1, 1);
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2i(x1, y1);
- glTexCoord2f(1, 0); glVertex2i(x2, y1);
- glTexCoord2f(1, 1); glVertex2i(x2, y2);
- glTexCoord2f(0, 1); glVertex2i(x1, y2);
- glEnd();
- xtraverts += 4;
- }
-
- glDisable(GL_BLEND);
- if(tex>=0) glDisable(GL_TEXTURE_2D);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glBegin(GL_POLYGON);
- glColor3f(0.6f, 0.6f, 0.6f); //glColor3d(0.2, 0.7, 0.4);
- glVertex2i(x1, y1);
- glVertex2i(x2, y1);
- glVertex2i(x2, y2);
- glVertex2i(x1, y2);
- glEnd();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glDepthMask(GL_TRUE);
- }
-
- VARP(fov, 90, 100, 120);
- VAR(fog, 64, 180, 1024);
- VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
-
- physent *camera1 = NULL;
-
- void trypitch(int i) { camera1->pitch = (float)i; }
- COMMAND(trypitch, ARG_1INT);
-
- void recomputecamera()
- {
- if(demoplayback && demoplayer)
- {
- static physent democam;
- extern bool firstpersondemo;
-
- if(demoplayer == player1 && firstpersondemo)
- {
- democam = *(physent *)player1;
- }
- else
- {
- static playerent *lastplayer = NULL;
- if(lastplayer != demoplayer)
- {
- lastplayer = demoplayer;
- democam = *(physent *)demoplayer;
- democam.type = ENT_CAMERA;
- democam.reset();
- democam.roll = 0;
- democam.move = -1;
- camera1 = &democam;
- }
- democam.o = demoplayer->o;
- democam.o.x -= (float)(cosf(RAD*(demoplayer->yaw-90)))*demoplayer->radius*1.5f;
- democam.o.y -= (float)(sinf(RAD*(demoplayer->yaw-90)))*demoplayer->radius*1.5f;
- democam.o.z += demoplayer->eyeheight/3.0f;
- if(!demopaused) democam.yaw = demoplayer->yaw;
- }
- }
- else if(editmode || player1->state!=CS_DEAD)
- {
- camera1 = player1;
- }
- else
- {
- static physent deathcam;
- if(camera1==&deathcam) return;
- deathcam = *(physent *)player1;
- deathcam.reset();
- deathcam.type = ENT_CAMERA;
- deathcam.roll = 0;
- deathcam.move = -1;
- camera1 = &deathcam;
-
- loopi(10) moveplayer(camera1, 10, true, 50);
- }
- }
-
- void transplayer()
- {
- glLoadIdentity();
-
- glRotatef(camera1->roll, 0, 0, 1);
- glRotatef(camera1->pitch, -1, 0, 0);
- glRotatef(camera1->yaw, 0, 1, 0);
-
- // move from RH to Z-up LH quake style worldspace
- glRotatef(-90, 1, 0, 0);
- glScalef(1, -1, 1);
-
- glTranslatef(-camera1->o.x, -camera1->o.y, -camera1->o.z);
- }
-
- void genclipmatrix(float a, float b, float c, float d, GLfloat matrix[16])
- {
- // transform the clip plane into camera space
- GLdouble clip[4] = {a, b, c, d};
- glClipPlane(GL_CLIP_PLANE0, clip);
- glGetClipPlane(GL_CLIP_PLANE0, clip);
-
- glGetFloatv(GL_PROJECTION_MATRIX, matrix);
- float x = ((clip[0]<0 ? -1 : (clip[0]>0 ? 1 : 0)) + matrix[8]) / matrix[0],
- y = ((clip[1]<0 ? -1 : (clip[1]>0 ? 1 : 0)) + matrix[9]) / matrix[5],
- w = (1 + matrix[10]) / matrix[14],
- scale = 2 / (x*clip[0] + y*clip[1] - clip[2] + w*clip[3]);
- matrix[2] = clip[0]*scale;
- matrix[6] = clip[1]*scale;
- matrix[10] = clip[2]*scale + 1.0f;
- matrix[14] = clip[3]*scale;
- }
-
- bool reflecting = false, refracting = false;
- GLuint reflecttex = 0, refracttex = 0;
- int reflectlastsize = 0;
-
- VARP(reflectres, 6, 8, 10);
- VAR(reflectclip, 0, 3, 100);
- VARP(waterreflect, 0, 1, 1);
- VARP(waterrefract, 0, 0, 1);
-
- void drawreflection(float hf, int w, int h, float changelod, bool refract)
- {
- reflecting = true;
- refracting = refract;
-
- int size = 1<<reflectres;
- while(size > w || size > h) size /= 2;
- if(size!=reflectlastsize)
- {
- if(reflecttex) glDeleteTextures(1, &reflecttex);
- if(refracttex) glDeleteTextures(1, &refracttex);
- reflecttex = refracttex = 0;
- }
- if(!reflecttex || (waterrefract && !refracttex))
- {
- if(!reflecttex)
- {
- glGenTextures(1, &reflecttex);
- createtexture(reflecttex, size, size, NULL, 3, false, GL_RGB);
- }
- if(!refracttex)
- {
- glGenTextures(1, &refracttex);
- createtexture(refracttex, size, size, NULL, 3, false, GL_RGB);
- }
- reflectlastsize = size;
- }
-
- resetcubes();
-
- render_world(camera1->o.x, camera1->o.y, refract ? camera1->o.z : hf, changelod,
- (int)camera1->yaw, (refract ? 1 : -1)*(int)camera1->pitch, (float)fov, size, size);
-
- setupstrips();
-
- if(!refract) glCullFace(GL_BACK);
- glViewport(0, 0, size, size);
- glClear(GL_DEPTH_BUFFER_BIT);
-
- glEnable(GL_TEXTURE_2D);
-
- transplayer();
- if(!refract)
- {
- glTranslatef(0, 0, 2*hf);
- glScalef(1, 1, -1);
- }
-
- GLfloat clipmat[16];
- genclipmatrix(0, 0, refract ? -1 : 1, refract ? 0.1f*reflectclip+hf : 0.1f*reflectclip-hf, clipmat);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadMatrixf(clipmat);
- glMatrixMode(GL_MODELVIEW);
-
- renderstripssky();
-
- glPushMatrix();
- glLoadIdentity();
- glRotatef(camera1->pitch, -1, 0, 0);
- glRotatef(camera1->yaw, 0, 1, 0);
- glRotatef(90, 1, 0, 0);
- if(!refract) glScalef(1, 1, -1);
- glColor3f(1, 1, 1);
- glDisable(GL_FOG);
- glDepthFunc(GL_GREATER);
- draw_envbox(fog*4/3);
- glDepthFunc(GL_LESS);
- glEnable(GL_FOG);
- glPopMatrix();
-
- setuptmu(0, "T * P x 2");
-
- renderstrips();
- renderentities();
- renderclients();
-
- resettmu(0);
-
- render_particles(0);
-
- if(refract) glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- extern int mtwater;
- if(refract && (!mtwater || maxtmus<2))
- {
- glLoadIdentity();
- glOrtho(0, 1, 0, 1, -1, 1);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4ubv(hdr.watercolor);
- glBegin(GL_QUADS);
- glVertex2i(0, 1);
- glVertex2i(1, 1);
- glVertex2i(1, 0);
- glVertex2i(0, 0);
- glEnd();
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_DEPTH_TEST);
- }
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
-
- if(!refract) glCullFace(GL_FRONT);
- glViewport(0, 0, w, h);
-
- glBindTexture(GL_TEXTURE_2D, refract ? refracttex : reflecttex);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
-
- glDisable(GL_TEXTURE_2D);
-
- reflecting = refracting = false;
- }
-
- bool minimap = false, minimapdirty = true;
- int minimaplastsize = 0;
- GLuint minimaptex = 0;
-
- void clearminimap()
- {
- minimapdirty = true;
- }
-
- COMMAND(clearminimap, ARG_NONE);
- VARFP(minimapres, 7, 9, 10, clearminimap());
-
- void drawminimap(int w, int h)
- {
- if(!minimapdirty) return;
-
- int size = 1<<minimapres;
- while(size > w || size > h) size /= 2;
- if(size!=minimaplastsize)
- {
- glDeleteTextures(1, &minimaptex);
- minimaptex = 0;
- }
- if(!minimaptex)
- {
- glGenTextures(1, &minimaptex);
- createtexture(minimaptex, size, size, NULL, 3, false, GL_RGB);
- minimaplastsize = size;
- }
-
- minimap = true;
-
- physent minicam;
- camera1 = &minicam;
- camera1->o.x = camera1->o.y = ssize/2;
- camera1->o.z = 128;
- camera1->pitch = -90;
- camera1->yaw = 0;
-
- glViewport(0, 0, size, size);
- glClearDepth(0.0);
- glClearColor(0, 0, 0, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-ssize/2, ssize/2, -ssize/2, ssize/2, 0, 256);
- glScalef(1, -1, 1);
- glMatrixMode(GL_MODELVIEW);
-
- glCullFace(GL_BACK);
- glDisable(GL_FOG);
- glEnable(GL_TEXTURE_2D);
-
- transplayer();
-
- resetcubes();
-
- render_world(camera1->o.x, camera1->o.y, camera1->o.z, 1.0f,
- (int)camera1->yaw, (int)camera1->pitch, 90.0f, size, size);
-
- setupstrips();
-
- setuptmu(0, "T * P x 2");
- glDepthFunc(GL_ALWAYS);
- renderstrips();
- glDepthFunc(GL_LESS);
- renderentities();
- resettmu(0);
-
- float hf = hdr.waterlevel-0.3f;
- renderwater(hf, 0, 0);
-
- minimap = false;
-
- glBindTexture(GL_TEXTURE_2D, minimaptex);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
- minimapdirty = false;
-
- glCullFace(GL_FRONT);
- glEnable(GL_FOG);
- glDisable(GL_TEXTURE_2D);
-
- glViewport(0, 0, w, h);
- glClearDepth(1.0);
- }
-
- int xtraverts;
-
- void drawhudgun(int w, int h, float aspect, int farplane)
- {
- if(scoped && player1->gunselect==GUN_SNIPER) return;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective((float)100.0f*h/w, aspect, 0.3f, farplane); // fov fixed at 100┬░
- glMatrixMode(GL_MODELVIEW);
-
- if(player1->state!=CS_DEAD && (!demoplayback || localdemoplayer1st())) renderhudgun();
- rendermenumdl();
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective((float)fov*h/w, aspect, 0.15f, farplane);
- glMatrixMode(GL_MODELVIEW);
- }
-
- bool outsidemap(physent *pl)
- {
- if(pl->o.x < 0 || pl->o.x >= ssize || pl->o.y <0 || pl->o.y > ssize) return true;
- sqr *s = S((int)pl->o.x, (int)pl->o.y);
- return SOLID(s)
- || pl->o.z < s->floor - (s->type==FHF ? s->vdelta/4 : 0)
- || pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0);
- }
-
- float cursordepth = 0.9f;
- GLint viewport[4];
- GLdouble mm[16], pm[16];
- vec worldpos, camup, camright;
-
- void readmatrices()
- {
- glGetIntegerv(GL_VIEWPORT, viewport);
- glGetDoublev(GL_MODELVIEW_MATRIX, mm);
- glGetDoublev(GL_PROJECTION_MATRIX, pm);
- camright = vec(float(mm[0]), float(mm[4]), float(mm[8]));
- camup = vec(float(mm[1]), float(mm[5]), float(mm[9]));
- }
-
- // stupid function to cater for stupid ATI linux drivers that return incorrect depth values
-
- float depthcorrect(float d)
- {
- return (d<=1/256.0f) ? d*256 : d;
- }
-
- // find out the 3d target of the crosshair in the world easily and very acurately.
- // sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false
- // coordinates, making shooting and such impossible.
- // also hits map entities which is unwanted.
- // could be replaced by a more acurate version of monster.cpp los() if needed
-
- void readdepth(int w, int h, vec &pos)
- {
- glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
- double worldx = 0, worldy = 0, worldz = 0;
- gluUnProject(w/2, h/2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldy, &worldz);
- pos.x = (float)worldx;
- pos.y = (float)worldy;
- pos.z = (float)worldz;
- }
-
- void gl_drawframe(int w, int h, float changelod, float curfps)
- {
- drawminimap(w, h);
-
- recomputecamera();
-
- float hf = hdr.waterlevel-0.3f;
- float fovy = (float)fov*h/w;
- float aspect = w/(float)h;
- bool underwater = camera1->o.z<hf;
-
- glFogi(GL_FOG_START, (fog+64)/8);
- glFogi(GL_FOG_END, fog);
- float fogc[4] = { (fogcolour>>16)/256.0f, ((fogcolour>>8)&255)/256.0f, (fogcolour&255)/256.0f, 1.0f };
- glFogfv(GL_FOG_COLOR, fogc);
- glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- int farplane = fog*5/2;
- gluPerspective(fovy, aspect, 0.15f, farplane);
- glMatrixMode(GL_MODELVIEW);
-
- if(underwater)
- {
- fovy += sinf(lastmillis/1000.0f)*2.0f;
- aspect += sinf(lastmillis/1000.0f+PI)*0.1f;
- float wfogc[4] = { hdr.watercolor[0]/255.0f, hdr.watercolor[1]/255.0f, hdr.watercolor[2]/255.0f, 1.0f };
- glFogfv(GL_FOG_COLOR, wfogc);
- glFogi(GL_FOG_START, 0);
- glFogi(GL_FOG_END, (fog+96)/8);
- }
- else if(waterreflect)
- {
- extern int wx1;
- if(wx1>=0)
- {
- drawreflection(hf, w, h, changelod, false);
- if(waterrefract) drawreflection(hf, w, h, changelod, true);
- }
- }
-
- glClear((outsidemap(camera1) ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
-
- transplayer();
-
- glEnable(GL_TEXTURE_2D);
-
- resetcubes();
-
- render_world(camera1->o.x, camera1->o.y, camera1->o.z, changelod,
- (int)camera1->yaw, (int)camera1->pitch, (float)fov, w, h);
-
- setupstrips();
-
- renderstripssky();
-
- glLoadIdentity();
- glRotatef(camera1->pitch, -1, 0, 0);
- glRotatef(camera1->yaw, 0, 1, 0);
- glRotatef(90, 1, 0, 0);
- glColor3f(1, 1, 1);
- glDisable(GL_FOG);
- glDepthFunc(GL_GREATER);
- draw_envbox(fog*4/3);
- glDepthFunc(GL_LESS);
- glEnable(GL_FOG);
-
- transplayer();
-
- setuptmu(0, "T * P x 2");
-
- renderstrips();
-
- xtraverts = 0;
-
- renderentities();
-
- readmatrices();
- readdepth(w, h, worldpos);
-
- renderclients();
-
- if(player1->state==CS_ALIVE) readdepth(w, h, hitpos);
-
- renderbounceents();
-
- // Added by Rick: Need todo here because of drawing the waypoints
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- WaypointClass.Think();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- // end add
-
- drawhudgun(w, h, aspect, farplane);
-
- resettmu(0);
-
- render_particles(curtime);
-
- glDisable(GL_CULL_FACE);
- int nquads = renderwater(hf, !waterreflect || underwater ? 0 : reflecttex, !waterreflect || !waterrefract || underwater ? 0 : refracttex);
-
- glDisable(GL_FOG);
- glDisable(GL_TEXTURE_2D);
-
- if(editmode)
- {
- if(cursordepth==1.0f) worldpos = camera1->o;
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- cursorupdate();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-
- extern vector<vertex> verts;
- gl_drawhud(w, h, (int)curfps, nquads, verts.length(), underwater);
-
- glEnable(GL_CULL_FACE);
- glEnable(GL_FOG);
- }
-
-