cnq3/code/renderer/tr_scene.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"
static int r_firstSceneDrawSurf;
static int r_firstSceneLitSurf;
static int r_numdlights;
static int r_firstSceneDlight;
static int r_numentities;
static int r_firstSceneEntity;
static int r_numpolys;
static int r_firstScenePoly;
static int r_numpolyverts;
void R_ClearFrame()
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{
backEndData->commands.used = 0;
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r_firstSceneDrawSurf = 0;
r_firstSceneLitSurf = 0;
r_numdlights = 0;
r_firstSceneDlight = 0;
r_numentities = 0;
r_firstSceneEntity = 0;
r_numpolys = 0;
r_firstScenePoly = 0;
r_numpolyverts = 0;
}
void RE_ClearScene()
{
r_firstSceneDlight = r_numdlights;
r_firstSceneEntity = r_numentities;
r_firstScenePoly = r_numpolys;
}
/*
===========================================================================
DISCRETE POLYS
===========================================================================
*/
// adds all the scene's polys into this view's drawsurf list
void R_AddPolygonSurfaces()
{
tr.currentEntityNum = ENTITYNUM_WORLD;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
const srfPoly_t* poly = tr.refdef.polys;
for (int i = 0; i < tr.refdef.numPolys; ++i, ++poly) {
R_AddDrawSurf( (const surfaceType_t*)poly, R_GetShaderByHandle( poly->hShader ), poly->fogIndex );
}
}
void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t* verts, int numPolys )
{
int i, j;
vec3_t bounds[2];
if ( !tr.registered ) {
return;
}
if ( !hShader ) {
ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n" );
return;
}
// make sure the entire set will fit, rather than taking as many as we can
// both ways have downsides, but if we ARE hitting the cap we're already screwed
// and it's better to avoid something degenerate than to squeeze in 3 extra snowflakes
if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n" );
return;
}
for ( j = 0; j < numPolys; j++ ) {
srfPoly_t* poly = &backEndData->polys[r_numpolys];
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poly->surfaceType = SF_POLY;
poly->hShader = hShader;
poly->numVerts = numVerts;
poly->verts = &backEndData->polyVerts[r_numpolyverts];
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Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
r_numpolys++;
r_numpolyverts += numVerts;
poly->fogIndex = 0;
// find which fog volume the poly is in (if any)
if (tr.world && (tr.world->numfogs > 1)) {
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 ( i = 1 ; i < tr.world->numfogs ; i++ ) {
const fog_t* fog = &tr.world->fogs[i];
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] ) {
poly->fogIndex = i;
break;
}
}
}
}
}
///////////////////////////////////////////////////////////////
void RE_AddRefEntityToScene( const refEntity_t* ent, qbool intShaderTime )
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{
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 );
}
trRefEntity_t* const trEnt = &backEndData->entities[r_numentities];
trEnt->e = *ent;
trEnt->lightingCalculated = qfalse;
trEnt->intShaderTime = intShaderTime;
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r_numentities++;
}
void RE_AddLightToScene( const vec3_t org, float radius, float r, float g, float b )
{
if ( !tr.registered ) {
return;
}
if ( r_numdlights >= MAX_DLIGHTS ) {
return;
}
if ( radius <= 0 ) {
return;
}
dlight_t* dl = &backEndData->dlights[r_numdlights++];
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VectorCopy( org, dl->origin );
dl->radius = radius;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
// 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 )
{
if ( !tr.registered ) {
return;
}
if ( r_norefresh->integer ) {
return;
}
int 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) ) {
// compare the area bits
int areaDiff = 0;
for (int i = 0; i < MAX_MAP_AREA_BYTES/4; ++i) {
areaDiff |= ((int*)tr.refdef.areamask)[i] ^ ((const int*)fd->areamask)[i];
((int*)tr.refdef.areamask)[i] = ((const int*)fd->areamask)[i];
}
if ( areaDiff ) {
// a door just opened or something
tr.refdef.areamaskModified = qtrue;
}
}
// derived info
tr.refdef.floatTime = (double)tr.refdef.time / 1000.0;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;
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tr.refdef.numLitSurfs = r_firstSceneLitSurf;
tr.refdef.litSurfs = backEndData->litSurfs;
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tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
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tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
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tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
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// turn off dynamic lighting globally by clearing all the dlights if it needs to be disabled
if (!r_dynamiclight->integer) {
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
//
viewParms_t parms;
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.orient.origin );
VectorCopy( fd->viewaxis[0], parms.orient.axis[0] );
VectorCopy( fd->viewaxis[1], parms.orient.axis[1] );
VectorCopy( fd->viewaxis[2], parms.orient.axis[2] );
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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_firstSceneLitSurf = tr.refdef.numLitSurfs;
r_firstSceneEntity = r_numentities;
r_firstSceneDlight = r_numdlights;
r_firstScenePoly = r_numpolys;
tr.pc[RF_MSEC] += ri.Milliseconds() - startTime;
}