/* =========================================================================== 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() { backEndData->commands.used = 0; 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; 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 ) ); } } void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t* verts, int numPolys ) { 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 + numPolys * numVerts > max_polyverts || r_numpolys + numPolys > max_polys ) { ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n" ); return; } for ( int j = 0; j < numPolys; j++ ) { srfPoly_t* poly = &backEndData->polys[r_numpolys]; poly->surfaceType = SF_POLY; poly->hShader = hShader; poly->numVerts = numVerts; poly->verts = &backEndData->polyVerts[r_numpolyverts]; Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) ); r_numpolys++; r_numpolyverts += numVerts; vec3_t bounds[2]; VectorCopy( poly->verts[0].xyz, bounds[0] ); VectorCopy( poly->verts[0].xyz, bounds[1] ); for ( int i = 1 ; i < poly->numVerts ; i++ ) { AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] ); } VectorAdd(bounds[0], bounds[1], poly->localOrigin); VectorScale(poly->localOrigin, 0.5f, poly->localOrigin); poly->fogIndex = 0; // find which fog volume the poly is in (if any) if (tr.world && (tr.world->numfogs > 1)) { for ( int 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 ) { 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; 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++]; 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, int us ) { if ( !tr.registered ) { return; } if ( r_norefresh->integer ) { return; } const int64_t startTime = ri.Microseconds(); 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.microSeconds = us; 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 + (double)tr.refdef.microSeconds / 1000000.0; tr.refdef.numDrawSurfs = r_firstSceneDrawSurf; tr.refdef.drawSurfs = backEndData->drawSurfs; tr.refdef.numLitSurfs = r_firstSceneLitSurf; tr.refdef.litSurfs = backEndData->litSurfs; tr.refdef.num_entities = r_numentities - r_firstSceneEntity; tr.refdef.entities = &backEndData->entities[r_firstSceneEntity]; tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight; tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight]; tr.refdef.numPolys = r_numpolys - r_firstScenePoly; tr.refdef.polys = &backEndData->polys[r_firstScenePoly]; // 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 // viewParms_t parms; Com_Memset( &parms, 0, sizeof( parms ) ); parms.viewportX = tr.refdef.x; parms.viewportY = tr.refdef.y; 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] ); VectorCopy( fd->vieworg, parms.pvsOrigin ); R_RenderScene( &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_USEC] += (int)( ri.Microseconds() - startTime ); }