diff --git a/engine/gl/gl_rlight.c b/engine/gl/gl_rlight.c index 0626ff78..b06a4070 100644 --- a/engine/gl/gl_rlight.c +++ b/engine/gl/gl_rlight.c @@ -113,15 +113,15 @@ void R_RenderDlight (dlight_t *light) return; } - glBegin (GL_TRIANGLE_FAN); -// glColor3f (0.2,0.1,0.0); -// glColor3f (0.2,0.1,0.05); // changed dimlight effect - glColor4f (light->color[0]*2, light->color[1]*2, light->color[2]*2, + qglBegin (GL_TRIANGLE_FAN); +// qglColor3f (0.2,0.1,0.0); +// qglColor3f (0.2,0.1,0.05); // changed dimlight effect + qglColor4f (light->color[0]*2, light->color[1]*2, light->color[2]*2, 1);//light->color[3]); for (i=0 ; i<3 ; i++) v[i] = light->origin[i] - vpn[i]*rad/1.5; - glVertex3fv (v); - glColor3f (0,0,0); + qglVertex3fv (v); + qglColor3f (0,0,0); for (i=16 ; i>=0 ; i--) { // a = i/16.0 * M_PI*2; @@ -130,9 +130,9 @@ void R_RenderDlight (dlight_t *light) + vup[j]*(*bub_sin)) * rad; bub_sin++; bub_cos++; - glVertex3fv (v); + qglVertex3fv (v); } - glEnd (); + qglEnd (); } /* @@ -150,11 +150,11 @@ void R_RenderDlights (void) // r_dlightframecount = r_framecount + 1; // because the count hasn't // advanced yet for this frame - glDepthMask (0); - glDisable (GL_TEXTURE_2D); - glShadeModel (GL_SMOOTH); - glEnable (GL_BLEND); - glBlendFunc (GL_ONE, GL_ONE); + qglDepthMask (0); + qglDisable (GL_TEXTURE_2D); + qglShadeModel (GL_SMOOTH); + qglEnable (GL_BLEND); + qglBlendFunc (GL_ONE, GL_ONE); l = cl_dlights; for (i=0 ; iorigin[0], e->origin[1], e->origin[2]); - glRotatef (e->angles[1], 0, 0, 1); - glRotatef (-e->angles[0], 0, 1, 0); + qglTranslatef (e->origin[0], e->origin[1], e->origin[2]); + qglRotatef (e->angles[1], 0, 0, 1); + qglRotatef (-e->angles[0], 0, 1, 0); //ZOID: fixed z angle - glRotatef (e->angles[2], 1, 0, 0); + qglRotatef (e->angles[2], 1, 0, 0); #endif } @@ -330,7 +330,7 @@ void R_DrawSpriteModel (entity_t *e) right[1]*=currententity->scale; right[2]*=currententity->scale; - glColor4f (1,1,1, e->alpha); + qglColor4f (1,1,1, e->alpha); GL_DisableMultitexture(); @@ -338,39 +338,39 @@ void R_DrawSpriteModel (entity_t *e) if (e->alpha<1) { - glEnable(GL_BLEND); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + qglEnable(GL_BLEND); + qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else - glEnable (GL_ALPHA_TEST); + qglEnable (GL_ALPHA_TEST); - glDisable(GL_CULL_FACE); - glBegin (GL_QUADS); + qglDisable(GL_CULL_FACE); + qglBegin (GL_QUADS); - glTexCoord2f (0, 1); + qglTexCoord2f (0, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->left, right, point); - glVertex3fv (point); + qglVertex3fv (point); - glTexCoord2f (0, 0); + qglTexCoord2f (0, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->left, right, point); - glVertex3fv (point); + qglVertex3fv (point); - glTexCoord2f (1, 0); + qglTexCoord2f (1, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->right, right, point); - glVertex3fv (point); + qglVertex3fv (point); - glTexCoord2f (1, 1); + qglTexCoord2f (1, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->right, right, point); - glVertex3fv (point); + qglVertex3fv (point); - glEnd (); + qglEnd (); - glDisable(GL_BLEND); - glDisable (GL_ALPHA_TEST); + qglDisable(GL_BLEND); + qglDisable (GL_ALPHA_TEST); } #if 0 extern int gldepthfunc; @@ -789,29 +789,29 @@ void R_PolyBlend (void) GL_DisableMultitexture(); - glDisable (GL_ALPHA_TEST); - glEnable (GL_BLEND); - glDisable (GL_DEPTH_TEST); - glDisable (GL_TEXTURE_2D); + qglDisable (GL_ALPHA_TEST); + qglEnable (GL_BLEND); + qglDisable (GL_DEPTH_TEST); + qglDisable (GL_TEXTURE_2D); - glLoadIdentity (); + qglLoadIdentity (); - glRotatef (-90, 1, 0, 0); // put Z going up - glRotatef (90, 0, 0, 1); // put Z going up + qglRotatef (-90, 1, 0, 0); // put Z going up + qglRotatef (90, 0, 0, 1); // put Z going up - glColor4fv (v_blend); + qglColor4fv (v_blend); - glBegin (GL_QUADS); + qglBegin (GL_QUADS); - glVertex3f (10, 100, 100); - glVertex3f (10, -100, 100); - glVertex3f (10, -100, -100); - glVertex3f (10, 100, -100); - glEnd (); + qglVertex3f (10, 100, 100); + qglVertex3f (10, -100, 100); + qglVertex3f (10, -100, -100); + qglVertex3f (10, 100, -100); + qglEnd (); - glDisable (GL_BLEND); - glEnable (GL_TEXTURE_2D); - glEnable (GL_ALPHA_TEST); + qglDisable (GL_BLEND); + qglEnable (GL_TEXTURE_2D); + qglEnable (GL_ALPHA_TEST); } void GLR_BrightenScreen (void) @@ -829,26 +829,26 @@ void GLR_BrightenScreen (void) f = pow (f, vid_gamma); - glDisable (GL_TEXTURE_2D); - glEnable (GL_BLEND); - glBlendFunc (GL_DST_COLOR, GL_ONE); - glBegin (GL_QUADS); + qglDisable (GL_TEXTURE_2D); + qglEnable (GL_BLEND); + qglBlendFunc (GL_DST_COLOR, GL_ONE); + qglBegin (GL_QUADS); while (f > 1) { if (f >= 2) - glColor3f (1,1,1); + qglColor3f (1,1,1); else - glColor3f (f - 1, f - 1, f - 1); - glVertex2f (0, 0); - glVertex2f (vid.width, 0); - glVertex2f (vid.width, vid.height); - glVertex2f (0, vid.height); + qglColor3f (f - 1, f - 1, f - 1); + qglVertex2f (0, 0); + qglVertex2f (vid.width, 0); + qglVertex2f (vid.width, vid.height); + qglVertex2f (0, vid.height); f *= 0.5; } - glEnd (); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_TEXTURE_2D); - glDisable (GL_BLEND); - glColor3f(1, 1, 1); + qglEnd (); + qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + qglEnable (GL_TEXTURE_2D); + qglDisable (GL_BLEND); + qglColor3f(1, 1, 1); RSpeedEnd(RSPEED_PALETTEFLASHES); } @@ -1037,7 +1037,7 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect, xmax = ymax * aspect; #if 1 //for the sake of the d3d... - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); + qglFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); #else matrix[0] = (2*zNear) / (xmax - xmin); @@ -1060,7 +1060,7 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect, matrix[11] = -1; matrix[15] = 0; - glMultMatrixf(matrix); + qglMultMatrixf(matrix); #endif } @@ -1100,7 +1100,7 @@ void GL_InfinatePerspective( GLdouble fovy, GLdouble aspect, matrix[11] = -1; matrix[15] = 0; - glMultMatrixf(matrix); + qglMultMatrixf(matrix); } @@ -1142,10 +1142,10 @@ void R_SetupGL (void) w = h = 256; } - glViewport (glx + x, gly + y2, w, h); + qglViewport (glx + x, gly + y2, w, h); - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); + qglMatrixMode(GL_PROJECTION); + qglLoadIdentity (); screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; if (!r_shadows.value || !gl_canstencil)//gl_nv_range_clamp) @@ -1164,47 +1164,47 @@ void R_SetupGL (void) if (mirror) { if (mirror_plane->normal[2]) - glScalef (1, -1, 1); + qglScalef (1, -1, 1); else - glScalef (-1, 1, 1); - glCullFace(GL_BACK); + qglScalef (-1, 1, 1); + qglCullFace(GL_BACK); } else - glCullFace(GL_FRONT); + qglCullFace(GL_FRONT); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); + qglMatrixMode(GL_MODELVIEW); + qglLoadIdentity (); - glRotatef (-90, 1, 0, 0); // put Z going up - glRotatef (90, 0, 0, 1); // put Z going up + qglRotatef (-90, 1, 0, 0); // put Z going up + qglRotatef (90, 0, 0, 1); // put Z going up #ifdef R_XFLIP if (r_xflip.value) { - glScalef (1, -1, 1); - glCullFace(GL_BACK); + qglScalef (1, -1, 1); + qglCullFace(GL_BACK); } #endif - 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]); + qglRotatef (-r_refdef.viewangles[2], 1, 0, 0); + qglRotatef (-r_refdef.viewangles[0], 0, 1, 0); + qglRotatef (-r_refdef.viewangles[1], 0, 0, 1); + qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); - glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); + qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // // set drawing parms // if (gl_cull.value) - glEnable(GL_CULL_FACE); + qglEnable(GL_CULL_FACE); else - glDisable(GL_CULL_FACE); + qglDisable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDisable(GL_ALPHA_TEST); - glEnable(GL_DEPTH_TEST); + qglDisable(GL_BLEND); + qglDisable(GL_ALPHA_TEST); + qglEnable(GL_DEPTH_TEST); //#ifndef D3DQUAKE // glClearDepth(1.0f); @@ -1227,11 +1227,11 @@ void R_SetupGL (void) if (gl_dither.value) { - glEnable(GL_DITHER); + qglEnable(GL_DITHER); } else { - glDisable(GL_DITHER); + qglDisable(GL_DITHER); } GL_DisableMultitexture(); @@ -1306,12 +1306,12 @@ void R_Clear (void) if (r_mirroralpha.value != 1.0) { if (gl_clear.value && !r_secondaryview) - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else - glClear (GL_DEPTH_BUFFER_BIT); + qglClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 0.5; - glDepthFunc (gldepthfunc=GL_LEQUAL); + qglDepthFunc (gldepthfunc=GL_LEQUAL); } #ifdef SIDEVIEWS else if (gl_ztrick.value && !gl_ztrickdisabled) @@ -1322,34 +1322,34 @@ void R_Clear (void) static int trickframe; if (gl_clear.value && !(r_refdef.flags & 1)) - glClear (GL_COLOR_BUFFER_BIT); + qglClear (GL_COLOR_BUFFER_BIT); trickframe++; if (trickframe & 1) { gldepthmin = 0; gldepthmax = 0.49999; - glDepthFunc (gldepthfunc=GL_LEQUAL); + qglDepthFunc (gldepthfunc=GL_LEQUAL); } else { gldepthmin = 1; gldepthmax = 0.5; - glDepthFunc (gldepthfunc=GL_GEQUAL); + qglDepthFunc (gldepthfunc=GL_GEQUAL); } } else { if (gl_clear.value && !r_secondaryview) - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else - glClear (GL_DEPTH_BUFFER_BIT); + qglClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; - glDepthFunc (gldepthfunc=GL_LEQUAL); + qglDepthFunc (gldepthfunc=GL_LEQUAL); } - glDepthRange (gldepthmin, gldepthmax); + qglDepthRange (gldepthmin, gldepthmax); } //#if 0 //!!! FIXME, Zoid, mirror is disabled for now @@ -1506,8 +1506,8 @@ void R_Mirror (void) gldepthmin = 0.5; gldepthmax = 1; - glDepthRange (gldepthmin, gldepthmax); - glDepthFunc (GL_LEQUAL); + qglDepthRange (gldepthmin, gldepthmax); + qglDepthFunc (GL_LEQUAL); R_RenderScene (); @@ -1516,38 +1516,38 @@ void R_Mirror (void) gldepthmin = 0; gldepthmax = 0.5; - glDepthRange (gldepthmin, gldepthmax); - glDepthFunc (GL_LEQUAL); + qglDepthRange (gldepthmin, gldepthmax); + qglDepthFunc (GL_LEQUAL); memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t)); - glMatrixMode(GL_PROJECTION); + qglMatrixMode(GL_PROJECTION); if (mirror_plane->normal[2]) - glScalef (1,-1,1); + qglScalef (1,-1,1); else - glScalef (-1,1,1); - glCullFace(GL_FRONT); - glMatrixMode(GL_MODELVIEW); + qglScalef (-1,1,1); + qglCullFace(GL_FRONT); + qglMatrixMode(GL_MODELVIEW); - glLoadMatrixf (r_base_world_matrix); + qglLoadMatrixf (r_base_world_matrix); // blend on top - glDisable(GL_ALPHA_TEST); - glEnable (GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glColor4f (1,1,1,r_mirroralpha.value); + qglDisable(GL_ALPHA_TEST); + qglEnable (GL_BLEND); + qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + qglColor4f (1,1,1,r_mirroralpha.value); s = r_mirror_chain; for ( ; s ; s=s->texturechain) R_RenderBrushPoly (s); cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL; - glDisable (GL_BLEND); - glColor4f (1,1,1,1); + qglDisable (GL_BLEND); + qglColor4f (1,1,1,1); //put things back for rear views - glCullFace(GL_BACK); + qglCullFace(GL_BACK); memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t)); memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t)); @@ -1599,7 +1599,7 @@ void GLR_RenderView (void) if (gl_finish.value) { RSpeedMark(); - glFinish (); + qglFinish (); RSpeedEnd(RSPEED_FINISH); }