cnq3/code/renderer/tr_cmds.cpp

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/*
===========================================================================
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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
void R_IssueRenderCommands()
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{
renderCommandList_t* cmdList = &backEndData->commands;
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// add an end-of-list command
*(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
// clear it out, in case this is a sync and not a buffer flip
cmdList->used = 0;
RB_ExecuteRenderCommands( cmdList->cmds );
}
void* R_FindRenderCommand( renderCommand_t type )
{
renderCommandList_t* cmdList = &backEndData->commands;
void* data = cmdList->cmds;
void* end = cmdList->cmds + cmdList->used;
while ( 1 ) {
data = PADP(data, sizeof(void *));
if( *(int *)data == type )
return data;
if ( data >= end )
return NULL;
switch ( *(const int *)data ) {
case RC_SET_COLOR:
data = (char*)data + sizeof(setColorCommand_t);
break;
case RC_STRETCH_PIC:
data = (char*)data + sizeof(stretchPicCommand_t);
break;
case RC_TRIANGLE:
data = (char*)data + sizeof(triangleCommand_t);
break;
case RC_DRAW_SURFS:
data = (char*)data + sizeof(drawSurfsCommand_t);
break;
case RC_BEGIN_FRAME:
data = (char*)data + sizeof(beginFrameCommand_t);
break;
case RC_SWAP_BUFFERS:
data = (char*)data + sizeof(swapBuffersCommand_t);
break;
case RC_SCREENSHOT:
data = (char*)data + sizeof(screenshotCommand_t);
break;
case RC_VIDEOFRAME:
data = (char*)data + sizeof(videoFrameCommand_t);
break;
case RC_END_OF_LIST:
default:
return NULL;
}
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}
}
static void R_RemoveRenderCommand( void* cmd, int cmdSize )
{
renderCommandList_t* cmdList = &backEndData->commands;
const int endOffset = ((char*)cmd + cmdSize) - (char*)cmdList->cmds;
const int endBytes = cmdList->used - endOffset;
assert( cmd >= cmdList->cmds && ((char*)cmd + cmdSize) <= ((char*)cmdList->cmds + cmdList->used) );
memmove( cmd, (char*)cmd + cmdSize, endBytes );
cmdList->used -= cmdSize;
}
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/*
============
R_GetCommandBuffer
make sure there is enough command space, waiting on the
render thread if needed.
============
*/
void *R_GetCommandBuffer( int bytes, qbool endFrame ) {
const int reservedBytes = (int)( sizeof(swapBuffersCommand_t) + sizeof(screenshotCommand_t) );
const int endOffset = endFrame ? 0 : reservedBytes;
renderCommandList_t* const cmdList = &backEndData->commands;
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bytes = PAD(bytes, sizeof(void *));
// always leave room for the end of list command
if ( cmdList->used + bytes + endOffset > MAX_RENDER_COMMANDS ) {
if ( bytes > MAX_RENDER_COMMANDS - endOffset ) {
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ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
}
if ( endFrame ) {
// we reserved memory specifically for this case
// so this really shouldn't ever happen
ri.Error( ERR_FATAL, "R_GetCommandBuffer: can't allocate %i bytes to end the frame", bytes );
}
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// if we run out of room, just start dropping commands
return NULL;
}
cmdList->used += bytes;
return cmdList->cmds + cmdList->used - bytes;
}
// technically, all commands should probably check tr.registered
// but realistically, only begin+end frame really need to
#define R_CMD_RET(T, ID) T* cmd = (T*)R_GetCommandBuffer( sizeof(T), qfalse ); if (!cmd) return; cmd->commandId = ID
#define R_CMD_NORET(T, ID) T* cmd = (T*)R_GetCommandBuffer( sizeof(T), qfalse ); if (cmd) cmd->commandId = ID
#define R_CMD_END(T, ID) T* cmd = (T*)R_GetCommandBuffer( sizeof(T), qtrue ); cmd->commandId = ID
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void R_AddDrawSurfCmd( drawSurf_t* drawSurfs, int numDrawSurfs, int numTranspSurfs )
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{
R_CMD_RET( drawSurfsCommand_t, RC_DRAW_SURFS );
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cmd->drawSurfs = drawSurfs;
cmd->numDrawSurfs = numDrawSurfs;
cmd->numTranspSurfs = numTranspSurfs;
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cmd->refdef = tr.refdef;
cmd->viewParms = tr.viewParms;
}
// passing NULL will set the color to white
void RE_SetColor( const float* rgba )
{
R_CMD_RET( setColorCommand_t, RC_SET_COLOR );
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if ( !rgba )
rgba = colorWhite;
cmd->color[0] = rgba[0];
cmd->color[1] = rgba[1];
cmd->color[2] = rgba[2];
cmd->color[3] = rgba[3];
}
void RE_StretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader )
{
R_CMD_RET( stretchPicCommand_t, RC_STRETCH_PIC );
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cmd->shader = R_GetShaderByHandle( hShader );
cmd->x = x;
cmd->y = y;
cmd->w = w;
cmd->h = h;
cmd->s1 = s1;
cmd->t1 = t1;
cmd->s2 = s2;
cmd->t2 = t2;
}
void RE_DrawTriangle( float x0, float y0, float x1, float y1, float x2, float y2, float s0, float t0, float s1, float t1, float s2, float t2, qhandle_t hShader )
{
R_CMD_RET( triangleCommand_t, RC_TRIANGLE );
cmd->shader = R_GetShaderByHandle( hShader );
cmd->x0 = x0;
cmd->y0 = y0;
cmd->x1 = x1;
cmd->y1 = y1;
cmd->x2 = x2;
cmd->y2 = y2;
cmd->s0 = s0;
cmd->t0 = t0;
cmd->s1 = s1;
cmd->t1 = t1;
cmd->s2 = s2;
cmd->t2 = t2;
}
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// if running in stereo, RE_BeginFrame will be called twice for each RE_EndFrame
void RE_BeginFrame( stereoFrame_t stereoFrame )
{
if (!tr.registered)
return;
tr.frameCount++;
tr.frameSceneNum = 0;
// delayed screenshot
if ( r_delayedScreenshotPending ) {
r_delayedScreenshotFrame++;
if ( r_delayedScreenshotFrame >= 2 ) {
R_CMD_NORET( screenshotCommand_t, RC_SCREENSHOT );
*cmd = r_delayedScreenshot;
r_delayedScreenshotPending = qfalse;
r_delayedScreenshotFrame = 0;
}
}
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//
// draw buffer stuff
//
R_CMD_NORET( beginFrameCommand_t, RC_BEGIN_FRAME );
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}
void RE_EndFrame( int* pcFE, int* pc2D, int* pc3D, qbool render )
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{
if (!tr.registered)
return;
qbool delayScreenshot = qfalse;
if ( !render && r_delayedScreenshotPending )
render = qtrue;
if ( !render ) {
screenshotCommand_t* ssCmd = (screenshotCommand_t*)R_FindRenderCommand( RC_SCREENSHOT );
if ( ssCmd )
render = qtrue;
if ( ssCmd && !ssCmd->delayed ) {
// save and remove the command so we can push it back after the frame's done
r_delayedScreenshot = *ssCmd;
r_delayedScreenshot.delayed = qtrue;
R_RemoveRenderCommand( ssCmd, sizeof(screenshotCommand_t) );
delayScreenshot = qtrue;
}
}
if ( render ) {
R_CMD_END( swapBuffersCommand_t, RC_SWAP_BUFFERS );
if ( delayScreenshot ) {
R_CMD_END( screenshotCommand_t, RC_SCREENSHOT );
*cmd = r_delayedScreenshot;
}
} else {
R_ClearFrame();
}
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R_IssueRenderCommands();
R_ClearFrame();
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if (pcFE)
Com_Memcpy( pcFE, &tr.pc, sizeof( tr.pc ) );
if (pc2D)
Com_Memcpy( pc2D, &backEnd.pc2D, sizeof( backEnd.pc2D ) );
if (pc3D)
Com_Memcpy( pc3D, &backEnd.pc3D, sizeof( backEnd.pc3D ) );
Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
Com_Memset( &backEnd.pc2D, 0, sizeof( backEnd.pc2D ) );
Com_Memset( &backEnd.pc3D, 0, sizeof( backEnd.pc3D ) );
}
void RE_TakeVideoFrame( int width, int height, byte *captureBuffer, byte *encodeBuffer, qbool motionJpeg )
{
R_CMD_RET( videoFrameCommand_t, RC_VIDEOFRAME );
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cmd->width = width;
cmd->height = height;
cmd->captureBuffer = captureBuffer;
cmd->encodeBuffer = encodeBuffer;
cmd->motionJpeg = motionJpeg;
}