mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-13 07:48:18 +00:00
9ea5d021d5
implemented the dynamic lights and integer shader time extensions
327 lines
9 KiB
C++
327 lines
9 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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static int r_firstSceneDrawSurf;
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static int r_firstSceneLitSurf;
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static int r_numdlights;
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static int r_firstSceneDlight;
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static int r_numentities;
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static int r_firstSceneEntity;
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static int r_numpolys;
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static int r_firstScenePoly;
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static int r_numpolyverts;
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void R_ToggleSmpFrame()
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{
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#ifdef USE_R_SMP
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if ( r_smp->integer ) {
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// use the other buffers next frame, because another CPU
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// may still be rendering into the current ones
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tr.smpFrame ^= 1;
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}
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else
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#endif
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{
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tr.smpFrame = 0;
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}
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backEndData[tr.smpFrame]->commands.used = 0;
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r_firstSceneDrawSurf = 0;
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r_firstSceneLitSurf = 0;
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r_numdlights = 0;
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r_firstSceneDlight = 0;
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r_numentities = 0;
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r_firstSceneEntity = 0;
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r_numpolys = 0;
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r_firstScenePoly = 0;
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r_numpolyverts = 0;
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}
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void RE_ClearScene()
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{
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r_firstSceneDlight = r_numdlights;
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r_firstSceneEntity = r_numentities;
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r_firstScenePoly = r_numpolys;
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}
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/*
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===========================================================================
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DISCRETE POLYS
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===========================================================================
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*/
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// adds all the scene's polys into this view's drawsurf list
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void R_AddPolygonSurfaces()
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{
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tr.currentEntityNum = ENTITYNUM_WORLD;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
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const srfPoly_t* poly = tr.refdef.polys;
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for (int i = 0; i < tr.refdef.numPolys; ++i, ++poly) {
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R_AddDrawSurf( (const surfaceType_t*)poly, R_GetShaderByHandle( poly->hShader ), poly->fogIndex );
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}
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}
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void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t* verts, int numPolys )
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{
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int i, j;
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vec3_t bounds[2];
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if ( !tr.registered ) {
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return;
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}
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if ( !hShader ) {
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ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n" );
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return;
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}
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// make sure the entire set will fit, rather than taking as many as we can
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// both ways have downsides, but if we ARE hitting the cap we're already screwed
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// and it's better to avoid something degenerate than to squeeze in 3 extra snowflakes
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if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n" );
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return;
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}
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for ( j = 0; j < numPolys; j++ ) {
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srfPoly_t* poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
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poly->surfaceType = SF_POLY;
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poly->hShader = hShader;
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poly->numVerts = numVerts;
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poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
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Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
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r_numpolys++;
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r_numpolyverts += numVerts;
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poly->fogIndex = 0;
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// find which fog volume the poly is in (if any)
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if (tr.world && (tr.world->numfogs > 1)) {
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VectorCopy( poly->verts[0].xyz, bounds[0] );
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VectorCopy( poly->verts[0].xyz, bounds[1] );
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for ( i = 1 ; i < poly->numVerts ; i++ ) {
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AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
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}
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for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
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const fog_t* fog = &tr.world->fogs[i];
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if ( bounds[1][0] >= fog->bounds[0][0]
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&& bounds[1][1] >= fog->bounds[0][1]
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&& bounds[1][2] >= fog->bounds[0][2]
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&& bounds[0][0] <= fog->bounds[1][0]
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&& bounds[0][1] <= fog->bounds[1][1]
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&& bounds[0][2] <= fog->bounds[1][2] ) {
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poly->fogIndex = i;
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break;
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}
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////
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void RE_AddRefEntityToScene( const refEntity_t* ent, qbool intShaderTime )
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{
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if ( !tr.registered ) {
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return;
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}
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
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if ( r_numentities >= ENTITYNUM_WORLD ) {
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return;
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}
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if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
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ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
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}
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trRefEntity_t* const trEnt = &backEndData[tr.smpFrame]->entities[r_numentities];
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trEnt->e = *ent;
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trEnt->lightingCalculated = qfalse;
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trEnt->intShaderTime = intShaderTime;
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r_numentities++;
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}
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void RE_AddLightToScene( const vec3_t org, float radius, float r, float g, float b )
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{
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if ( !tr.registered ) {
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return;
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}
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if ( r_numdlights >= MAX_DLIGHTS ) {
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return;
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}
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if ( radius <= 0 ) {
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return;
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}
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dlight_t* dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
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VectorCopy( org, dl->origin );
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dl->radius = radius;
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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}
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// draw a 3D view into a part of the window, then return to 2D drawing
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// rendering a scene may require multiple views to be rendered to handle mirrors
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void RE_RenderScene( const refdef_t* fd )
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{
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if ( !tr.registered ) {
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return;
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}
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if ( r_norefresh->integer ) {
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return;
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}
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int startTime = ri.Milliseconds();
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if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
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ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
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}
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Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
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tr.refdef.x = fd->x;
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tr.refdef.y = fd->y;
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tr.refdef.width = fd->width;
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tr.refdef.height = fd->height;
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tr.refdef.fov_x = fd->fov_x;
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tr.refdef.fov_y = fd->fov_y;
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VectorCopy( fd->vieworg, tr.refdef.vieworg );
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VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
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VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
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VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
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tr.refdef.time = fd->time;
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tr.refdef.rdflags = fd->rdflags;
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// copy the areamask data over and note if it has changed, which
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// will force a reset of the visible leafs even if the view hasn't moved
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tr.refdef.areamaskModified = qfalse;
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if ( !(tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
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// compare the area bits
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int areaDiff = 0;
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for (int i = 0; i < MAX_MAP_AREA_BYTES/4; ++i) {
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areaDiff |= ((int*)tr.refdef.areamask)[i] ^ ((const int*)fd->areamask)[i];
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((int*)tr.refdef.areamask)[i] = ((const int*)fd->areamask)[i];
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}
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if ( areaDiff ) {
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// a door just opened or something
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tr.refdef.areamaskModified = qtrue;
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}
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}
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// derived info
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tr.refdef.floatTime = (double)tr.refdef.time / 1000.0;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
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tr.refdef.numLitSurfs = r_firstSceneLitSurf;
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tr.refdef.litSurfs = backEndData[tr.smpFrame]->litSurfs;
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tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
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tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
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tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
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tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
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tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
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tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
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// turn off dynamic lighting globally by clearing all the dlights if it needs to be disabled
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if (!r_dynamiclight->integer) {
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tr.refdef.num_dlights = 0;
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}
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// a single frame may have multiple scenes draw inside it --
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// a 3D game view, 3D status bar renderings, 3D menus, etc.
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// They need to be distinguished by the light flare code, because
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// the visibility state for a given surface may be different in
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// each scene / view.
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tr.frameSceneNum++;
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tr.sceneCount++;
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// setup view parms for the initial view
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//
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// set up viewport
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// The refdef takes 0-at-the-top y coordinates, so
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// convert to GL's 0-at-the-bottom space
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//
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viewParms_t parms;
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Com_Memset( &parms, 0, sizeof( parms ) );
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parms.viewportX = tr.refdef.x;
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parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
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parms.viewportWidth = tr.refdef.width;
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parms.viewportHeight = tr.refdef.height;
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parms.isPortal = qfalse;
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parms.fovX = tr.refdef.fov_x;
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parms.fovY = tr.refdef.fov_y;
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VectorCopy( fd->vieworg, parms.orient.origin );
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VectorCopy( fd->viewaxis[0], parms.orient.axis[0] );
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VectorCopy( fd->viewaxis[1], parms.orient.axis[1] );
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VectorCopy( fd->viewaxis[2], parms.orient.axis[2] );
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VectorCopy( fd->vieworg, parms.pvsOrigin );
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R_RenderView( &parms );
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// the next scene rendered in this frame will tack on after this one
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r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
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r_firstSceneLitSurf = tr.refdef.numLitSurfs;
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r_firstSceneEntity = r_numentities;
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r_firstSceneDlight = r_numdlights;
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r_firstScenePoly = r_numpolys;
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tr.pc[RF_MSEC] += ri.Milliseconds() - startTime;
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}
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