dhewm3/neo/renderer/RenderSystem.cpp
Daniel Gibson e3d67f0ac9 Allow changing r_swapInterval (VSync) on-the-fly
Not supported with SDL1.2 - but that's only still supported by dhewm3
because I'm too lazy to rip it out :-p
2024-05-30 05:54:18 +02:00

1009 lines
25 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/containers/List.h"
#include "framework/EventLoop.h"
#include "framework/Session.h"
#include "framework/DemoFile.h"
#include "renderer/ModelManager.h"
#include "renderer/Material.h"
#include "renderer/GuiModel.h"
#include "renderer/VertexCache.h"
#include "renderer/RenderWorld_local.h"
#include "renderer/tr_local.h"
idRenderSystemLocal tr;
idRenderSystem *renderSystem = &tr;
/*
=====================
R_PerformanceCounters
This prints both front and back end counters, so it should
only be called when the back end thread is idle.
=====================
*/
static void R_PerformanceCounters( void ) {
if ( r_showPrimitives.GetInteger() != 0 ) {
float megaBytes = globalImages->SumOfUsedImages() / ( 1024*1024.0 );
if ( r_showPrimitives.GetInteger() > 1 ) {
common->Printf( "v:%i ds:%i t:%i/%i v:%i/%i st:%i sv:%i image:%5.1f MB\n",
tr.pc.c_numViews,
backEnd.pc.c_drawElements + backEnd.pc.c_shadowElements,
backEnd.pc.c_drawIndexes / 3,
( backEnd.pc.c_drawIndexes - backEnd.pc.c_drawRefIndexes ) / 3,
backEnd.pc.c_drawVertexes,
( backEnd.pc.c_drawVertexes - backEnd.pc.c_drawRefVertexes ),
backEnd.pc.c_shadowIndexes / 3,
backEnd.pc.c_shadowVertexes,
megaBytes
);
} else {
common->Printf( "views:%i draws:%i tris:%i (shdw:%i) (vbo:%i) image:%5.1f MB\n",
tr.pc.c_numViews,
backEnd.pc.c_drawElements + backEnd.pc.c_shadowElements,
( backEnd.pc.c_drawIndexes + backEnd.pc.c_shadowIndexes ) / 3,
backEnd.pc.c_shadowIndexes / 3,
backEnd.pc.c_vboIndexes / 3,
megaBytes
);
}
}
if ( r_showDynamic.GetBool() ) {
common->Printf( "callback:%i md5:%i dfrmVerts:%i dfrmTris:%i tangTris:%i guis:%i\n",
tr.pc.c_entityDefCallbacks,
tr.pc.c_generateMd5,
tr.pc.c_deformedVerts,
tr.pc.c_deformedIndexes/3,
tr.pc.c_tangentIndexes/3,
tr.pc.c_guiSurfs
);
}
if ( r_showCull.GetBool() ) {
common->Printf( "%i sin %i sclip %i sout %i bin %i bout\n",
tr.pc.c_sphere_cull_in, tr.pc.c_sphere_cull_clip, tr.pc.c_sphere_cull_out,
tr.pc.c_box_cull_in, tr.pc.c_box_cull_out );
}
if ( r_showAlloc.GetBool() ) {
common->Printf( "alloc:%i free:%i\n", tr.pc.c_alloc, tr.pc.c_free );
}
if ( r_showInteractions.GetBool() ) {
common->Printf( "createInteractions:%i createLightTris:%i createShadowVolumes:%i\n",
tr.pc.c_createInteractions, tr.pc.c_createLightTris, tr.pc.c_createShadowVolumes );
}
if ( r_showDefs.GetBool() ) {
common->Printf( "viewEntities:%i shadowEntities:%i viewLights:%i\n", tr.pc.c_visibleViewEntities,
tr.pc.c_shadowViewEntities, tr.pc.c_viewLights );
}
if ( r_showUpdates.GetBool() ) {
common->Printf( "entityUpdates:%i entityRefs:%i lightUpdates:%i lightRefs:%i\n",
tr.pc.c_entityUpdates, tr.pc.c_entityReferences,
tr.pc.c_lightUpdates, tr.pc.c_lightReferences );
}
if ( r_showMemory.GetBool() ) {
int m1 = frameData ? frameData->memoryHighwater : 0;
common->Printf( "frameData: %i (%i)\n", R_CountFrameData(), m1 );
}
if ( r_showLightScale.GetBool() ) {
common->Printf( "lightScale: %f\n", backEnd.pc.maxLightValue );
}
memset( &tr.pc, 0, sizeof( tr.pc ) );
memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
}
/*
====================
R_IssueRenderCommands
Called by R_EndFrame each frame
====================
*/
static void R_IssueRenderCommands( void ) {
if ( frameData->cmdHead->commandId == RC_NOP
&& !frameData->cmdHead->next ) {
// nothing to issue
return;
}
// r_skipBackEnd allows the entire time of the back end
// to be removed from performance measurements, although
// nothing will be drawn to the screen. If the prints
// are going to a file, or r_skipBackEnd is later disabled,
// usefull data can be received.
// r_skipRender is usually more usefull, because it will still
// draw 2D graphics
if ( !r_skipBackEnd.GetBool() ) {
RB_ExecuteBackEndCommands( frameData->cmdHead );
}
R_ClearCommandChain();
}
/*
============
R_GetCommandBuffer
Returns memory for a command buffer (stretchPicCommand_t,
drawSurfsCommand_t, etc) and links it to the end of the
current command chain.
============
*/
void *R_GetCommandBuffer( int bytes ) {
emptyCommand_t *cmd;
cmd = (emptyCommand_t *)R_FrameAlloc( bytes );
cmd->next = NULL;
frameData->cmdTail->next = &cmd->commandId;
frameData->cmdTail = cmd;
return (void *)cmd;
}
/*
====================
R_ClearCommandChain
Called after every buffer submission
and by R_ToggleSmpFrame
====================
*/
void R_ClearCommandChain( void ) {
// clear the command chain
frameData->cmdHead = frameData->cmdTail = (emptyCommand_t *)R_FrameAlloc( sizeof( *frameData->cmdHead ) );
frameData->cmdHead->commandId = RC_NOP;
frameData->cmdHead->next = NULL;
}
/*
=================
R_ViewStatistics
=================
*/
static void R_ViewStatistics( viewDef_t *parms ) {
// report statistics about this view
if ( !r_showSurfaces.GetBool() ) {
return;
}
common->Printf( "view:%p surfs:%i\n", parms, parms->numDrawSurfs );
}
/*
=============
R_AddDrawViewCmd
This is the main 3D rendering command. A single scene may
have multiple views if a mirror, portal, or dynamic texture is present.
=============
*/
void R_AddDrawViewCmd( viewDef_t *parms ) {
drawSurfsCommand_t *cmd;
cmd = (drawSurfsCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) );
cmd->commandId = RC_DRAW_VIEW;
cmd->viewDef = parms;
tr.pc.c_numViews++;
R_ViewStatistics( parms );
}
//=================================================================================
/*
=============
R_CheckCvars
See if some cvars that we watch have changed
=============
*/
static void R_CheckCvars( void ) {
globalImages->CheckCvars();
// gamma stuff
if ( r_gamma.IsModified() || r_brightness.IsModified() ) {
r_gamma.ClearModified();
r_brightness.ClearModified();
R_SetColorMappings();
}
if ( r_gammaInShader.IsModified() ) {
r_gammaInShader.ClearModified();
// reload shaders so they either add or remove the code for setting gamma/brightness in shader
R_ReloadARBPrograms_f( idCmdArgs() );
if ( r_gammaInShader.GetBool() ) {
common->Printf( "Will apply r_gamma and r_brightness in shaders\n" );
GLimp_ResetGamma(); // reset hardware gamma
} else {
common->Printf( "Will apply r_gamma and r_brightness in hardware (possibly on all screens)\n" );
R_SetColorMappings();
}
}
if ( r_swapInterval.IsModified() ) {
GLimp_SetSwapInterval( r_swapInterval.GetInteger() );
}
}
/*
=============
idRenderSystemLocal::idRenderSystemLocal
=============
*/
idRenderSystemLocal::idRenderSystemLocal( void ) {
Clear();
}
/*
=============
idRenderSystemLocal::~idRenderSystemLocal
=============
*/
idRenderSystemLocal::~idRenderSystemLocal( void ) {
}
/*
=============
SetColor
This can be used to pass general information to the current material, not
just colors
=============
*/
void idRenderSystemLocal::SetColor( const idVec4 &rgba ) {
guiModel->SetColor( rgba[0], rgba[1], rgba[2], rgba[3] );
}
/*
=============
SetColor4
=============
*/
void idRenderSystemLocal::SetColor4( float r, float g, float b, float a ) {
guiModel->SetColor( r, g, b, a );
}
/*
=============
DrawStretchPic
=============
*/
void idRenderSystemLocal::DrawStretchPic( const idDrawVert *verts, const glIndex_t *indexes, int vertCount, int indexCount, const idMaterial *material,
bool clip, float min_x, float min_y, float max_x, float max_y ) {
guiModel->DrawStretchPic( verts, indexes, vertCount, indexCount, material,
clip, min_x, min_y, max_x, max_y );
}
/*
=============
DrawStretchPic
x/y/w/h are in the 0,0 to 640,480 range
=============
*/
void idRenderSystemLocal::DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *material ) {
guiModel->DrawStretchPic( x, y, w, h, s1, t1, s2, t2, material );
}
/*
=============
DrawStretchTri
x/y/w/h are in the 0,0 to 640,480 range
=============
*/
void idRenderSystemLocal::DrawStretchTri( idVec2 p1, idVec2 p2, idVec2 p3, idVec2 t1, idVec2 t2, idVec2 t3, const idMaterial *material ) {
tr.guiModel->DrawStretchTri( p1, p2, p3, t1, t2, t3, material );
}
/*
=============
GlobalToNormalizedDeviceCoordinates
=============
*/
void idRenderSystemLocal::GlobalToNormalizedDeviceCoordinates( const idVec3 &global, idVec3 &ndc ) {
R_GlobalToNormalizedDeviceCoordinates( global, ndc );
}
/*
=============
GlobalToNormalizedDeviceCoordinates
=============
*/
void idRenderSystemLocal::GetGLSettings( int& width, int& height ) {
width = glConfig.vidWidth;
height = glConfig.vidHeight;
}
/*
=====================
idRenderSystemLocal::DrawSmallChar
small chars are drawn at native screen resolution
=====================
*/
void idRenderSystemLocal::DrawSmallChar( int x, int y, int ch, const idMaterial *material ) {
int row, col;
float frow, fcol;
float size;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -SMALLCHAR_HEIGHT ) {
return;
}
row = ch >> 4;
col = ch & 15;
frow = row * 0.0625f;
fcol = col * 0.0625f;
size = 0.0625f;
DrawStretchPic( x, y, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT,
fcol, frow,
fcol + size, frow + size,
material );
}
/*
==================
idRenderSystemLocal::DrawSmallString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
void idRenderSystemLocal::DrawSmallStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material ) {
idVec4 color;
const unsigned char *s;
int xx;
// draw the colored text
s = (const unsigned char*)string;
xx = x;
SetColor( setColor );
while ( *s ) {
if ( idStr::IsColor( (const char*)s ) ) {
if ( !forceColor ) {
if ( *(s+1) == C_COLOR_DEFAULT ) {
SetColor( setColor );
} else {
color = idStr::ColorForIndex( *(s+1) );
color[3] = setColor[3];
SetColor( color );
}
}
s += 2;
continue;
}
DrawSmallChar( xx, y, *s, material );
xx += SMALLCHAR_WIDTH;
s++;
}
SetColor( colorWhite );
}
/*
=====================
idRenderSystemLocal::DrawBigChar
=====================
*/
void idRenderSystemLocal::DrawBigChar( int x, int y, int ch, const idMaterial *material ) {
int row, col;
float frow, fcol;
float size;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -BIGCHAR_HEIGHT ) {
return;
}
row = ch >> 4;
col = ch & 15;
frow = row * 0.0625f;
fcol = col * 0.0625f;
size = 0.0625f;
DrawStretchPic( x, y, BIGCHAR_WIDTH, BIGCHAR_HEIGHT,
fcol, frow,
fcol + size, frow + size,
material );
}
/*
==================
idRenderSystemLocal::DrawBigString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
void idRenderSystemLocal::DrawBigStringExt( int x, int y, const char *string, const idVec4 &setColor, bool forceColor, const idMaterial *material ) {
idVec4 color;
const char *s;
int xx;
// draw the colored text
s = string;
xx = x;
SetColor( setColor );
while ( *s ) {
if ( idStr::IsColor( s ) ) {
if ( !forceColor ) {
if ( *(s+1) == C_COLOR_DEFAULT ) {
SetColor( setColor );
} else {
color = idStr::ColorForIndex( *(s+1) );
color[3] = setColor[3];
SetColor( color );
}
}
s += 2;
continue;
}
DrawBigChar( xx, y, *s, material );
xx += BIGCHAR_WIDTH;
s++;
}
SetColor( colorWhite );
}
//======================================================================================
/*
==================
SetBackEndRenderer
Check for changes in the back end renderSystem, possibly invalidating cached data
==================
*/
void idRenderSystemLocal::SetBackEndRenderer() {
if ( !r_renderer.IsModified() ) {
return;
}
bool oldVPstate = backEndRendererHasVertexPrograms;
backEndRenderer = BE_BAD;
if ( idStr::Icmp( r_renderer.GetString(), "arb2" ) == 0 ) {
if ( glConfig.allowARB2Path ) {
backEndRenderer = BE_ARB2;
}
}
// fallback
if ( backEndRenderer == BE_BAD ) {
// choose the best
if ( glConfig.allowARB2Path ) {
backEndRenderer = BE_ARB2;
}
}
backEndRendererHasVertexPrograms = false;
backEndRendererMaxLight = 1.0;
switch( backEndRenderer ) {
case BE_ARB2:
common->Printf( "using ARB2 renderSystem\n" );
backEndRendererHasVertexPrograms = true;
backEndRendererMaxLight = 999;
break;
default:
common->FatalError( "SetbackEndRenderer: bad back end" );
}
// clear the vertex cache if we are changing between
// using vertex programs and not, because specular and
// shadows will be different data
if ( oldVPstate != backEndRendererHasVertexPrograms ) {
vertexCache.PurgeAll();
if ( primaryWorld ) {
primaryWorld->FreeInteractions();
}
}
r_renderer.ClearModified();
}
/*
====================
BeginFrame
====================
*/
void idRenderSystemLocal::BeginFrame( int windowWidth, int windowHeight ) {
setBufferCommand_t *cmd;
if ( !glConfig.isInitialized ) {
return;
}
// DG: r_lockSurfaces only works properly if r_useScissor is disabled
if ( r_lockSurfaces.IsModified() ) {
static bool origUseScissor = true;
r_lockSurfaces.ClearModified();
if ( r_lockSurfaces.GetBool() ) {
origUseScissor = r_useScissor.GetBool();
r_useScissor.SetBool( false );
} else {
r_useScissor.SetBool( origUseScissor );
}
} // DG end
// determine which back end we will use
SetBackEndRenderer();
guiModel->Clear();
// for the larger-than-window tiled rendering screenshots
if ( tiledViewport[0] ) {
windowWidth = tiledViewport[0];
windowHeight = tiledViewport[1];
}
// DG: save the original size, so editors don't mess up the game viewport
// with their tiny (texture-preview etc) viewports.
origWidth = glConfig.vidWidth;
origHeight = glConfig.vidHeight;
glConfig.vidWidth = windowWidth;
glConfig.vidHeight = windowHeight;
renderCrops[0].x = 0;
renderCrops[0].y = 0;
renderCrops[0].width = windowWidth;
renderCrops[0].height = windowHeight;
currentRenderCrop = 0;
// screenFraction is just for quickly testing fill rate limitations
if ( r_screenFraction.GetInteger() != 100 ) {
int w = SCREEN_WIDTH * r_screenFraction.GetInteger() / 100.0f;
int h = SCREEN_HEIGHT * r_screenFraction.GetInteger() / 100.0f;
CropRenderSize( w, h );
}
// this is the ONLY place this is modified
frameCount++;
// just in case we did a common->Error while this
// was set
guiRecursionLevel = 0;
// the first rendering will be used for commands like
// screenshot, rather than a possible subsequent remote
// or mirror render
// primaryWorld = NULL;
// set the time for shader effects in 2D rendering
frameShaderTime = eventLoop->Milliseconds() * 0.001;
//
// draw buffer stuff
//
cmd = (setBufferCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) );
cmd->commandId = RC_SET_BUFFER;
cmd->frameCount = frameCount;
if ( r_frontBuffer.GetBool() ) {
cmd->buffer = (int)GL_FRONT;
} else {
cmd->buffer = (int)GL_BACK;
}
}
void idRenderSystemLocal::WriteDemoPics() {
session->writeDemo->WriteInt( DS_RENDER );
session->writeDemo->WriteInt( DC_GUI_MODEL );
guiModel->WriteToDemo( session->writeDemo );
}
void idRenderSystemLocal::DrawDemoPics() {
demoGuiModel->EmitFullScreen();
}
/*
=============
EndFrame
Returns the number of msec spent in the back end
=============
*/
void idRenderSystemLocal::EndFrame( int *frontEndMsec, int *backEndMsec ) {
emptyCommand_t *cmd;
if ( !glConfig.isInitialized ) {
return;
}
// close any gui drawing
guiModel->EmitFullScreen();
guiModel->Clear();
// save out timing information
if ( frontEndMsec ) {
*frontEndMsec = pc.frontEndMsec;
}
if ( backEndMsec ) {
*backEndMsec = backEnd.pc.msec;
}
// print any other statistics and clear all of them
R_PerformanceCounters();
// check for dynamic changes that require some initialization
R_CheckCvars();
// check for errors
GL_CheckErrors();
// add the swapbuffers command
cmd = (emptyCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) );
cmd->commandId = RC_SWAP_BUFFERS;
// start the back end up again with the new command list
R_IssueRenderCommands();
// use the other buffers next frame, because another CPU
// may still be rendering into the current buffers
R_ToggleSmpFrame();
// we can now release the vertexes used this frame
vertexCache.EndFrame();
if ( session->writeDemo ) {
session->writeDemo->WriteInt( DS_RENDER );
session->writeDemo->WriteInt( DC_END_FRAME );
if ( r_showDemo.GetBool() ) {
common->Printf( "write DC_END_FRAME\n" );
}
}
// DG: restore the original size that was set before BeginFrame() overwrote it
// with its function-arguments, so editors don't mess up our viewport.
// (unsure why/how this at least *kinda* worked in original Doom3,
// maybe glConfig.vidWidth/Height was reset if the window gained focus or sth)
glConfig.vidWidth = origWidth;
glConfig.vidHeight = origHeight;
}
/*
=====================
RenderViewToViewport
Converts from SCREEN_WIDTH / SCREEN_HEIGHT coordinates to current cropped pixel coordinates
=====================
*/
void idRenderSystemLocal::RenderViewToViewport( const renderView_t *renderView, idScreenRect *viewport ) {
renderCrop_t *rc = &renderCrops[currentRenderCrop];
float wRatio = (float)rc->width / SCREEN_WIDTH;
float hRatio = (float)rc->height / SCREEN_HEIGHT;
viewport->x1 = idMath::Ftoi( rc->x + renderView->x * wRatio );
viewport->x2 = idMath::Ftoi( rc->x + floor( ( renderView->x + renderView->width ) * wRatio + 0.5f ) - 1 );
viewport->y1 = idMath::Ftoi( ( rc->y + rc->height ) - floor( ( renderView->y + renderView->height ) * hRatio + 0.5f ) );
viewport->y2 = idMath::Ftoi( ( rc->y + rc->height ) - floor( renderView->y * hRatio + 0.5f ) - 1 );
}
static int RoundDownToPowerOfTwo( int v ) {
int i;
for ( i = 0 ; i < 20 ; i++ ) {
if ( ( 1 << i ) == v ) {
return v;
}
if ( ( 1 << i ) > v ) {
return 1 << ( i-1 );
}
}
return 1<<i;
}
/*
================
CropRenderSize
This automatically halves sizes until it fits in the current window size,
so if you specify a power of two size for a texture copy, it may be shrunk
down, but still valid.
================
*/
void idRenderSystemLocal::CropRenderSize( int width, int height, bool makePowerOfTwo, bool forceDimensions ) {
if ( !glConfig.isInitialized ) {
return;
}
// close any gui drawing before changing the size
guiModel->EmitFullScreen();
guiModel->Clear();
if ( width < 1 || height < 1 ) {
common->Error( "CropRenderSize: bad sizes" );
}
if ( session->writeDemo ) {
session->writeDemo->WriteInt( DS_RENDER );
session->writeDemo->WriteInt( DC_CROP_RENDER );
session->writeDemo->WriteInt( width );
session->writeDemo->WriteInt( height );
session->writeDemo->WriteInt( makePowerOfTwo );
if ( r_showDemo.GetBool() ) {
common->Printf( "write DC_CROP_RENDER\n" );
}
}
// convert from virtual SCREEN_WIDTH/SCREEN_HEIGHT coordinates to physical OpenGL pixels
renderView_t renderView;
renderView.x = 0;
renderView.y = 0;
renderView.width = width;
renderView.height = height;
idScreenRect r;
RenderViewToViewport( &renderView, &r );
width = r.x2 - r.x1 + 1;
height = r.y2 - r.y1 + 1;
if ( forceDimensions ) {
// just give exactly what we ask for
width = renderView.width;
height = renderView.height;
}
// if makePowerOfTwo, drop to next lower power of two after scaling to physical pixels
if ( makePowerOfTwo ) {
width = RoundDownToPowerOfTwo( width );
height = RoundDownToPowerOfTwo( height );
// FIXME: megascreenshots with offset viewports don't work right with this yet
}
renderCrop_t *rc = &renderCrops[currentRenderCrop];
// we might want to clip these to the crop window instead
while ( width > glConfig.vidWidth ) {
width >>= 1;
}
while ( height > glConfig.vidHeight ) {
height >>= 1;
}
if ( currentRenderCrop == MAX_RENDER_CROPS ) {
common->Error( "idRenderSystemLocal::CropRenderSize: currentRenderCrop == MAX_RENDER_CROPS" );
}
currentRenderCrop++;
rc = &renderCrops[currentRenderCrop];
rc->x = 0;
rc->y = 0;
rc->width = width;
rc->height = height;
}
/*
================
UnCrop
================
*/
void idRenderSystemLocal::UnCrop() {
if ( !glConfig.isInitialized ) {
return;
}
if ( currentRenderCrop < 1 ) {
common->Error( "idRenderSystemLocal::UnCrop: currentRenderCrop < 1" );
}
// close any gui drawing
guiModel->EmitFullScreen();
guiModel->Clear();
currentRenderCrop--;
if ( session->writeDemo ) {
session->writeDemo->WriteInt( DS_RENDER );
session->writeDemo->WriteInt( DC_UNCROP_RENDER );
if ( r_showDemo.GetBool() ) {
common->Printf( "write DC_UNCROP\n" );
}
}
}
/*
================
CaptureRenderToImage
================
*/
void idRenderSystemLocal::CaptureRenderToImage( const char *imageName ) {
if ( !glConfig.isInitialized ) {
return;
}
guiModel->EmitFullScreen();
guiModel->Clear();
if ( session->writeDemo ) {
session->writeDemo->WriteInt( DS_RENDER );
session->writeDemo->WriteInt( DC_CAPTURE_RENDER );
session->writeDemo->WriteHashString( imageName );
if ( r_showDemo.GetBool() ) {
common->Printf( "write DC_CAPTURE_RENDER: %s\n", imageName );
}
}
// look up the image before we create the render command, because it
// may need to sync to create the image
idImage *image = globalImages->ImageFromFile(imageName, TF_DEFAULT, true, TR_REPEAT, TD_DEFAULT);
renderCrop_t *rc = &renderCrops[currentRenderCrop];
copyRenderCommand_t *cmd = (copyRenderCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) );
cmd->commandId = RC_COPY_RENDER;
cmd->x = rc->x;
cmd->y = rc->y;
cmd->imageWidth = rc->width;
cmd->imageHeight = rc->height;
cmd->image = image;
guiModel->Clear();
}
/*
==============
CaptureRenderToFile
==============
*/
void idRenderSystemLocal::CaptureRenderToFile( const char *fileName, bool fixAlpha ) {
if ( !glConfig.isInitialized ) {
return;
}
renderCrop_t *rc = &renderCrops[currentRenderCrop];
guiModel->EmitFullScreen();
guiModel->Clear();
R_IssueRenderCommands();
qglReadBuffer( GL_BACK );
// include extra space for OpenGL padding to word boundaries
int c = ( rc->width + 3 ) * rc->height;
byte *data = (byte *)R_StaticAlloc( c * 3 );
qglReadPixels( rc->x, rc->y, rc->width, rc->height, GL_RGB, GL_UNSIGNED_BYTE, data );
byte *data2 = (byte *)R_StaticAlloc( c * 4 );
for ( int i = 0 ; i < c ; i++ ) {
data2[ i * 4 ] = data[ i * 3 ];
data2[ i * 4 + 1 ] = data[ i * 3 + 1 ];
data2[ i * 4 + 2 ] = data[ i * 3 + 2 ];
data2[ i * 4 + 3 ] = 0xff;
}
R_WriteTGA( fileName, data2, rc->width, rc->height, true );
R_StaticFree( data );
R_StaticFree( data2 );
}
/*
==============
AllocRenderWorld
==============
*/
idRenderWorld *idRenderSystemLocal::AllocRenderWorld() {
idRenderWorldLocal *rw;
rw = new idRenderWorldLocal;
worlds.Append( rw );
return rw;
}
/*
==============
FreeRenderWorld
==============
*/
void idRenderSystemLocal::FreeRenderWorld( idRenderWorld *rw ) {
if ( primaryWorld == rw ) {
primaryWorld = NULL;
}
worlds.Remove( static_cast<idRenderWorldLocal *>(rw) );
delete rw;
}
/*
==============
PrintMemInfo
==============
*/
void idRenderSystemLocal::PrintMemInfo( MemInfo_t *mi ) {
// sum up image totals
globalImages->PrintMemInfo( mi );
// sum up model totals
renderModelManager->PrintMemInfo( mi );
// compute render totals
}
/*
===============
idRenderSystemLocal::UploadImage
===============
*/
bool idRenderSystemLocal::UploadImage( const char *imageName, const byte *data, int width, int height ) {
idImage *image = globalImages->GetImage( imageName );
if ( !image ) {
return false;
}
image->UploadScratch( data, width, height );
image->SetImageFilterAndRepeat();
return true;
}