123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410 |
- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #include "tr_local.h"
- int r_firstSceneDrawSurf;
- int r_numdlights;
- int r_firstSceneDlight;
- int r_numentities;
- int r_firstSceneEntity;
- int r_numpolys;
- int r_firstScenePoly;
- int r_numpolyverts;
- /*
- ====================
- R_ToggleSmpFrame
- ====================
- */
- void R_ToggleSmpFrame( void ) {
- if ( r_smp->integer ) {
- // use the other buffers next frame, because another CPU
- // may still be rendering into the current ones
- tr.smpFrame ^= 1;
- } else {
- tr.smpFrame = 0;
- }
- backEndData[tr.smpFrame]->commands.used = 0;
- r_firstSceneDrawSurf = 0;
- r_numdlights = 0;
- r_firstSceneDlight = 0;
- r_numentities = 0;
- r_firstSceneEntity = 0;
- r_numpolys = 0;
- r_firstScenePoly = 0;
- r_numpolyverts = 0;
- }
- /*
- ====================
- RE_ClearScene
- ====================
- */
- void RE_ClearScene( void ) {
- r_firstSceneDlight = r_numdlights;
- r_firstSceneEntity = r_numentities;
- r_firstScenePoly = r_numpolys;
- }
- /*
- ===========================================================================
- DISCRETE POLYS
- ===========================================================================
- */
- /*
- =====================
- R_AddPolygonSurfaces
- Adds all the scene's polys into this view's drawsurf list
- =====================
- */
- void R_AddPolygonSurfaces( void ) {
- int i;
- shader_t *sh;
- srfPoly_t *poly;
- tr.currentEntityNum = ENTITYNUM_WORLD;
- tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
- for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
- sh = R_GetShaderByHandle( poly->hShader );
- R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse );
- }
- }
- /*
- =====================
- RE_AddPolyToScene
- =====================
- */
- void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
- srfPoly_t *poly;
- int i, j;
- int fogIndex;
- fog_t *fog;
- vec3_t bounds[2];
- if ( !tr.registered ) {
- return;
- }
- if ( !hShader ) {
- ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
- return;
- }
- for ( j = 0; j < numPolys; j++ ) {
- if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
- /*
- NOTE TTimo this was initially a PRINT_WARNING
- but it happens a lot with high fighting scenes and particles
- since we don't plan on changing the const and making for room for those effects
- simply cut this message to developer only
- */
- ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
- return;
- }
- poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
- poly->surfaceType = SF_POLY;
- poly->hShader = hShader;
- poly->numVerts = numVerts;
- poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
-
- Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
- if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
- poly->verts->modulate[0] = 255;
- poly->verts->modulate[1] = 255;
- poly->verts->modulate[2] = 255;
- poly->verts->modulate[3] = 255;
- }
- // done.
- r_numpolys++;
- r_numpolyverts += numVerts;
- // if no world is loaded
- if ( tr.world == NULL ) {
- fogIndex = 0;
- }
- // see if it is in a fog volume
- else if ( tr.world->numfogs == 1 ) {
- fogIndex = 0;
- } else {
- // find which fog volume the poly is in
- VectorCopy( poly->verts[0].xyz, bounds[0] );
- VectorCopy( poly->verts[0].xyz, bounds[1] );
- for ( i = 1 ; i < poly->numVerts ; i++ ) {
- AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
- }
- for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
- fog = &tr.world->fogs[fogIndex];
- if ( bounds[1][0] >= fog->bounds[0][0]
- && bounds[1][1] >= fog->bounds[0][1]
- && bounds[1][2] >= fog->bounds[0][2]
- && bounds[0][0] <= fog->bounds[1][0]
- && bounds[0][1] <= fog->bounds[1][1]
- && bounds[0][2] <= fog->bounds[1][2] ) {
- break;
- }
- }
- if ( fogIndex == tr.world->numfogs ) {
- fogIndex = 0;
- }
- }
- poly->fogIndex = fogIndex;
- }
- }
- //=================================================================================
- /*
- =====================
- RE_AddRefEntityToScene
- =====================
- */
- void RE_AddRefEntityToScene( const refEntity_t *ent ) {
- if ( !tr.registered ) {
- return;
- }
- // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
- if ( r_numentities >= ENTITYNUM_WORLD ) {
- return;
- }
- if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
- ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
- }
- backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
- backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
- r_numentities++;
- }
- /*
- =====================
- RE_AddDynamicLightToScene
- =====================
- */
- void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
- dlight_t *dl;
- if ( !tr.registered ) {
- return;
- }
- if ( r_numdlights >= MAX_DLIGHTS ) {
- return;
- }
- if ( intensity <= 0 ) {
- return;
- }
- // these cards don't have the correct blend mode
- if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
- return;
- }
- dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
- VectorCopy (org, dl->origin);
- dl->radius = intensity;
- dl->color[0] = r;
- dl->color[1] = g;
- dl->color[2] = b;
- dl->additive = additive;
- }
- /*
- =====================
- RE_AddLightToScene
- =====================
- */
- void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
- RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
- }
- /*
- =====================
- RE_AddAdditiveLightToScene
- =====================
- */
- void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
- RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
- }
- /*
- @@@@@@@@@@@@@@@@@@@@@
- RE_RenderScene
- Draw a 3D view into a part of the window, then return
- to 2D drawing.
- Rendering a scene may require multiple views to be rendered
- to handle mirrors,
- @@@@@@@@@@@@@@@@@@@@@
- */
- void RE_RenderScene( const refdef_t *fd ) {
- viewParms_t parms;
- int startTime;
- if ( !tr.registered ) {
- return;
- }
- GLimp_LogComment( "====== RE_RenderScene =====\n" );
- if ( r_norefresh->integer ) {
- return;
- }
- startTime = ri.Milliseconds();
- if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
- ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
- }
- Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
- tr.refdef.x = fd->x;
- tr.refdef.y = fd->y;
- tr.refdef.width = fd->width;
- tr.refdef.height = fd->height;
- tr.refdef.fov_x = fd->fov_x;
- tr.refdef.fov_y = fd->fov_y;
- VectorCopy( fd->vieworg, tr.refdef.vieworg );
- VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
- VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
- VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
- tr.refdef.time = fd->time;
- tr.refdef.rdflags = fd->rdflags;
- // copy the areamask data over and note if it has changed, which
- // will force a reset of the visible leafs even if the view hasn't moved
- tr.refdef.areamaskModified = qfalse;
- if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
- int areaDiff;
- int i;
- // compare the area bits
- areaDiff = 0;
- for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
- areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
- ((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
- }
- if ( areaDiff ) {
- // a door just opened or something
- tr.refdef.areamaskModified = qtrue;
- }
- }
- // derived info
- tr.refdef.floatTime = tr.refdef.time * 0.001f;
- tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
- tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
- tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
- tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
- tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
- tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
- tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
- tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
- // turn off dynamic lighting globally by clearing all the
- // dlights if it needs to be disabled or if vertex lighting is enabled
- if ( r_dynamiclight->integer == 0 ||
- r_vertexLight->integer == 1 ||
- glConfig.hardwareType == GLHW_PERMEDIA2 ) {
- tr.refdef.num_dlights = 0;
- }
- // a single frame may have multiple scenes draw inside it --
- // a 3D game view, 3D status bar renderings, 3D menus, etc.
- // They need to be distinguished by the light flare code, because
- // the visibility state for a given surface may be different in
- // each scene / view.
- tr.frameSceneNum++;
- tr.sceneCount++;
- // setup view parms for the initial view
- //
- // set up viewport
- // The refdef takes 0-at-the-top y coordinates, so
- // convert to GL's 0-at-the-bottom space
- //
- Com_Memset( &parms, 0, sizeof( parms ) );
- parms.viewportX = tr.refdef.x;
- parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
- parms.viewportWidth = tr.refdef.width;
- parms.viewportHeight = tr.refdef.height;
- parms.isPortal = qfalse;
- parms.fovX = tr.refdef.fov_x;
- parms.fovY = tr.refdef.fov_y;
- VectorCopy( fd->vieworg, parms.or.origin );
- VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
- VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
- VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
- VectorCopy( fd->vieworg, parms.pvsOrigin );
- R_RenderView( &parms );
- // the next scene rendered in this frame will tack on after this one
- r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
- r_firstSceneEntity = r_numentities;
- r_firstSceneDlight = r_numdlights;
- r_firstScenePoly = r_numpolys;
- tr.frontEndMsec += ri.Milliseconds() - startTime;
- }
|