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fteqw/engine/sw/r_main.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#define SWSTAINS
#include "quakedef.h"
#include "r_local.h"
#include "sw_draw.h"
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
extern cvar_t r_drawviewmodel;
extern cvar_t r_netgraph;
extern cvar_t r_sirds;
//define PASSAGES
void *colormap;
vec3_t viewlightvec;
alight_t r_viewlighting = {128, 192, viewlightvec};
float r_time1;
int r_numallocatededges;
qboolean r_drawpolys;
qboolean r_drawculledpolys;
qboolean r_worldpolysbacktofront;
qboolean r_recursiveaffinetriangles = true;
int r_pixbytes = 1;
float r_aliasuvscale = 1.0;
int r_outofsurfaces;
int r_outofedges;
qboolean r_dowarp, r_dowarpold, r_viewchanged;
int numbtofpolys;
btofpoly_t *pbtofpolys;
mvertex_t *r_pcurrentvertbase;
int c_surf;
int r_maxsurfsseen, r_maxedgesseen, r_cnumsurfs;
qboolean r_surfsonstack;
int r_clipflags;
qbyte *r_warpbuffer;
qbyte *r_stack_start;
qboolean r_fov_greater_than_90;
entity_t r_worldentity;
//
// view origin
//
vec3_t vup, base_vup;
vec3_t vpn, base_vpn;
vec3_t vright, base_vright;
vec3_t r_origin;
//
// screen size info
//
refdef_t r_refdef;
float xcenter, ycenter;
float xscale, yscale;
float xscaleinv, yscaleinv;
float xscaleshrink, yscaleshrink;
float aliasxscale, aliasyscale, aliasxcenter, aliasycenter;
int screenwidth;
float pixelAspect;
float screenAspect;
float verticalFieldOfView;
float xOrigin, yOrigin;
mplane_t screenedge[4];
//colour bits (for 16 bit rendering)
int redbits, redshift;
int greenbits, greenshift;
int bluebits, blueshift;
//
// refresh flags
//
int r_framecount = 1; // so frame counts initialized to 0 don't match
int r_visframecount;
int d_spanpixcount;
int r_polycount;
int r_drawnpolycount;
int r_wholepolycount;
int *pfrustum_indexes[4];
int r_frustum_indexes[4*6];
int reinit_surfcache = 1; // if 1, surface cache is currently empty and
// must be reinitialized for current cache size
mleaf_t *r_viewleaf, *r_oldviewleaf;
texture_t *r_notexture_mip;
float r_aliastransition, r_resfudge;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
float dp_time1, dp_time2, db_time1, db_time2, rw_time1, rw_time2;
float se_time1, se_time2, de_time1, de_time2, dv_time1, dv_time2;
void R_MarkLeaves (void);
extern cvar_t r_zgraph;
extern cvar_t r_aliastransbase;
extern cvar_t r_aliastransadj;
extern cvar_t r_fixmodelsbyclip;
/*
cvar_t r_draworder = {"r_draworder","0"};
cvar_t r_speeds = {"r_speeds","0"};
cvar_t r_timegraph = {"r_timegraph","0"};
cvar_t r_netgraph = {"r_netgraph","0"};
cvar_t r_graphheight = {"r_graphheight","15"};
cvar_t r_clearcolor = {"r_clearcolor","218"};
cvar_t r_waterwarp = {"r_waterwarp","1"};
cvar_t r_fullbright = {"r_fullbright","0"};
cvar_t r_drawentities = {"r_drawentities","1"};
cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
cvar_t r_aliasstats = {"r_polymodelstats","0"};
cvar_t r_dspeeds = {"r_dspeeds","0"};
cvar_t r_drawflat = {"r_drawflat", "0"};
cvar_t r_ambient = {"r_ambient", "0"};
cvar_t r_reportsurfout = {"r_reportsurfout", "0"};
cvar_t r_maxsurfs = {"r_maxsurfs", "0"};
cvar_t r_numsurfs = {"r_numsurfs", "0"};
cvar_t r_reportedgeout = {"r_reportedgeout", "0"};
cvar_t r_maxedges = {"r_maxedges", "0"};
cvar_t r_numedges = {"r_numedges", "0"};
*/
extern cvar_t r_loadlits;
extern cvar_t r_stains;
extern cvar_t r_stainfadetime;
extern cvar_t r_stainfadeammount;
qboolean r_usinglits;
#ifdef FISH
extern cvar_t ffov;
#endif
extern cvar_t scr_fov;
void CreatePassages (void);
void SetVisibilityByPassages (void);
void R_NetGraph (void);
void R_ZGraph (void);
/*
==================
R_InitTextures
==================
*
void SWR_InitTextures (void)
{
int x,y, m;
byte *dest;
// create a simple checkerboard texture for the default
r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
r_notexture_mip->width = r_notexture_mip->height = 16;
r_notexture_mip->offsets[0] = sizeof(texture_t);
r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
for (m=0 ; m<4 ; m++)
{
dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
for (y=0 ; y< (16>>m) ; y++)
for (x=0 ; x< (16>>m) ; x++)
{
if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
*dest++ = 0;
else
*dest++ = 0xff;
}
}
}*/
void SWR_DeInit (void)
{
Cmd_RemoveCommand ("timerefresh");
Cmd_RemoveCommand ("pointfile");
SWDraw_Shutdown();
}
/*
===============
R_Init
===============
*/
void SWR_Init (void)
{
int dummy;
// get stack position so we can guess if we are going to overflow
r_stack_start = (qbyte *)&dummy;
R_InitTurb ();
Cmd_AddRemCommand ("timerefresh", SWR_TimeRefresh_f);
Cmd_AddRemCommand ("pointfile", R_ReadPointFile_f);
Cvar_SetValue (&r_maxedges, (float)NUMSTACKEDGES);
Cvar_SetValue (&r_maxsurfs, (float)NUMSTACKSURFACES);
view_clipplanes[0].leftedge = true;
view_clipplanes[1].rightedge = true;
view_clipplanes[1].leftedge = view_clipplanes[2].leftedge =
view_clipplanes[3].leftedge = false;
view_clipplanes[0].rightedge = view_clipplanes[2].rightedge =
view_clipplanes[3].rightedge = false;
r_refdef.xOrigin = XCENTERING;
r_refdef.yOrigin = YCENTERING;
// TODO: collect 386-specific code in one place
#if id386
Sys_MakeCodeWriteable ((long)R_EdgeCodeStart,
(long)R_EdgeCodeEnd - (long)R_EdgeCodeStart);
#endif // id386
D_Init ();
}
/*
===============
R_NewMap
===============
*/
void SWR_NewMap (void)
{
int i;
memset (&r_worldentity, 0, sizeof(r_worldentity));
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
VectorInverse(r_worldentity.axis[1]);
r_worldentity.model = cl.worldmodel;
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles ();
r_cnumsurfs = r_maxsurfs.value;
if (r_cnumsurfs <= MINSURFACES)
r_cnumsurfs = MINSURFACES;
if (r_cnumsurfs > NUMSTACKSURFACES)
{
surfaces = Hunk_AllocName (r_cnumsurfs * sizeof(surf_t), "surfaces");
surface_p = surfaces;
surf_max = &surfaces[r_cnumsurfs];
r_surfsonstack = false;
// surface 0 doesn't really exist; it's just a dummy because index 0
// is used to indicate no edge attached to surface
surfaces--;
R_SurfacePatch ();
}
else
{
r_surfsonstack = true;
}
r_maxedgesseen = 0;
r_maxsurfsseen = 0;
r_numallocatededges = r_maxedges.value;
if (r_numallocatededges < MINEDGES)
r_numallocatededges = MINEDGES;
if (r_numallocatededges <= NUMSTACKEDGES)
{
auxedges = NULL;
}
else
{
auxedges = Hunk_AllocName (r_numallocatededges * sizeof(edge_t),
"edges");
}
r_dowarpold = false;
r_viewchanged = false;
#ifdef SWSTAINS
SWR_BuildLightmaps();
#endif
R_InitSkyBox();
UI_Reset();
TP_NewMap();
}
/*
===============
R_SetVrect
===============
*/
void R_SetVrect (vrect_t *pvrectin, vrect_t *pvrect, int lineadj)
{
int h;
float size;
qboolean full = false;
#ifdef SIDEVIEWS
if (r_secondaryview==1)
return;
if (!r_dowarp && !r_dowarpold)
return;
#endif
if (scr_viewsize.value >= 100.0) {
size = 100.0;
full = true;
} else
size = scr_viewsize.value;
if (cl.intermission)
{
full = true;
size = 100.0;
lineadj = 0;
}
size /= 100.0;
if (!cl_sbar.value && full)
h = pvrectin->height;
else
h = pvrectin->height - lineadj;
// h = (!cl_sbar.value && size==1.0) ? pvrectin->height : (pvrectin->height - lineadj);
// h = pvrectin->height - lineadj;
if (full)
pvrect->width = pvrectin->width;
else
pvrect->width = pvrectin->width * size;
if (pvrect->width < 96)
{
size = 96.0 / pvrectin->width;
pvrect->width = 96; // min for icons
}
pvrect->width &= ~7;
pvrect->height = pvrectin->height * size;
if (cl_sbar.value || !full) {
if (pvrect->height > pvrectin->height - lineadj)
pvrect->height = pvrectin->height - lineadj;
} else
if (pvrect->height > pvrectin->height)
pvrect->height = pvrectin->height;
pvrect->height &= ~1;
pvrect->x = (pvrectin->width - pvrect->width)/2;
if (full)
pvrect->y = 0;
else
pvrect->y = (h - pvrect->height)/2;
}
/*
===============
R_ViewChanged
Called every time the vid structure or r_refdef changes.
Guaranteed to be called before the first refresh
===============
*/
void SWR_ViewChanged (vrect_t *pvrect, int lineadj, float aspect)
{
int i;
float res_scale;
r_viewchanged = true;
R_SetVrect (pvrect, &r_refdef.vrect, lineadj);
r_refdef.horizontalFieldOfView = 2.0 * tan (r_refdef.fov_x/360*M_PI);
r_refdef.fvrectx = (float)r_refdef.vrect.x;
r_refdef.fvrectx_adj = (float)r_refdef.vrect.x - 0.5;
r_refdef.vrect_x_adj_shift20 = (r_refdef.vrect.x<<20) + (1<<19) - 1;
r_refdef.fvrecty = (float)r_refdef.vrect.y;
r_refdef.fvrecty_adj = (float)r_refdef.vrect.y - 0.5;
r_refdef.vrectright = r_refdef.vrect.x + r_refdef.vrect.width;
r_refdef.vrectright_adj_shift20 = (r_refdef.vrectright<<20) + (1<<19) - 1;
r_refdef.fvrectright = (float)r_refdef.vrectright;
r_refdef.fvrectright_adj = (float)r_refdef.vrectright - 0.5;
r_refdef.vrectrightedge = (float)r_refdef.vrectright - 0.99;
r_refdef.vrectbottom = r_refdef.vrect.y + r_refdef.vrect.height;
r_refdef.fvrectbottom = (float)r_refdef.vrectbottom;
r_refdef.fvrectbottom_adj = (float)r_refdef.vrectbottom - 0.5;
r_refdef.aliasvrect.x = (int)(r_refdef.vrect.x * r_aliasuvscale);
r_refdef.aliasvrect.y = (int)(r_refdef.vrect.y * r_aliasuvscale);
r_refdef.aliasvrect.width = (int)(r_refdef.vrect.width * r_aliasuvscale);
r_refdef.aliasvrect.height = (int)(r_refdef.vrect.height * r_aliasuvscale);
r_refdef.aliasvrectright = r_refdef.aliasvrect.x +
r_refdef.aliasvrect.width;
r_refdef.aliasvrectbottom = r_refdef.aliasvrect.y +
r_refdef.aliasvrect.height;
#ifdef FISH
if (ffov.value && cls.allow_fish)
pixelAspect = (float)r_refdef.vrect.height/(float)r_refdef.vrect.width;
else
#endif
pixelAspect = aspect;
xOrigin = r_refdef.xOrigin;
yOrigin = r_refdef.yOrigin;
#ifdef FISH
if (ffov.value && cls.allow_fish)
screenAspect = 1;
else
#endif
screenAspect = r_refdef.vrect.width*pixelAspect /
r_refdef.vrect.height;
// 320*200 1.0 pixelAspect = 1.6 screenAspect
// 320*240 1.0 pixelAspect = 1.3333 screenAspect
// proper 320*200 pixelAspect = 0.8333333
verticalFieldOfView = r_refdef.horizontalFieldOfView / screenAspect;
// values for perspective projection
// if math were exact, the values would range from 0.5 to to range+0.5
// hopefully they wll be in the 0.000001 to range+.999999 and truncate
// the polygon rasterization will never render in the first row or column
// but will definately render in the [range] row and column, so adjust the
// buffer origin to get an exact edge to edge fill
xcenter = ((float)r_refdef.vrect.width * XCENTERING) +
r_refdef.vrect.x - 0.5;
aliasxcenter = xcenter * r_aliasuvscale;
ycenter = ((float)r_refdef.vrect.height * YCENTERING) +
r_refdef.vrect.y - 0.5;
aliasycenter = ycenter * r_aliasuvscale;
xscale = r_refdef.vrect.width / r_refdef.horizontalFieldOfView;
aliasxscale = xscale * r_aliasuvscale;
xscaleinv = 1.0 / xscale;
yscale = xscale * pixelAspect;
aliasyscale = yscale * r_aliasuvscale;
yscaleinv = 1.0 / yscale;
xscaleshrink = (r_refdef.vrect.width-6)/r_refdef.horizontalFieldOfView;
yscaleshrink = xscaleshrink*pixelAspect;
// left side clip
screenedge[0].normal[0] = -1.0 / (xOrigin*r_refdef.horizontalFieldOfView);
screenedge[0].normal[1] = 0;
screenedge[0].normal[2] = 1;
screenedge[0].type = PLANE_ANYZ;
// right side clip
screenedge[1].normal[0] =
1.0 / ((1.0-xOrigin)*r_refdef.horizontalFieldOfView);
screenedge[1].normal[1] = 0;
screenedge[1].normal[2] = 1;
screenedge[1].type = PLANE_ANYZ;
// top side clip
screenedge[2].normal[0] = 0;
screenedge[2].normal[1] = -1.0 / (yOrigin*verticalFieldOfView);
screenedge[2].normal[2] = 1;
screenedge[2].type = PLANE_ANYZ;
// bottom side clip
screenedge[3].normal[0] = 0;
screenedge[3].normal[1] = 1.0 / ((1.0-yOrigin)*verticalFieldOfView);
screenedge[3].normal[2] = 1;
screenedge[3].type = PLANE_ANYZ;
for (i=0 ; i<4 ; i++)
VectorNormalize (screenedge[i].normal);
res_scale = sqrt ((double)(r_refdef.vrect.width * r_refdef.vrect.height) /
(320.0 * 152.0)) *
(2.0 / r_refdef.horizontalFieldOfView);
r_aliastransition = r_aliastransbase.value * res_scale;
r_resfudge = r_aliastransadj.value * res_scale;
if (scr_fov.value <= 90.0)
r_fov_greater_than_90 = false;
else
r_fov_greater_than_90 = true;
// TODO: collect 386-specific code in one place
#if id386
if (r_pixbytes == 1)
{
Sys_MakeCodeWriteable ((long)R_Surf8Start,
(long)R_Surf8End - (long)R_Surf8Start);
colormap = vid.colormap;
R_Surf8Patch ();
}
else
{
Sys_MakeCodeWriteable ((long)R_Surf16Start,
(long)R_Surf16End - (long)R_Surf16Start);
colormap = vid.colormap16;
R_Surf16Patch ();
}
#endif // id386
D_ViewChanged (); //make sure gamma changes and the like take affect.
}
/*
===============
R_MarkLeaves
===============
*/
void SWR_MarkLeaves (void)
{
qbyte *vis;
mnode_t *node;
int i;
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2)
{
qbyte fatvis[MAX_MAP_LEAFS/8];
int c;
mleaf_t *leaf;
int cluster;
// if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2)
// return;
r_visframecount++;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
if (/*r_novis.value || */r_viewcluster == -1 || !cl.worldmodel->vis)
{
// mark everything
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].visframe = r_visframecount;
for (i=0 ; i<cl.worldmodel->numnodes ; i++)
cl.worldmodel->nodes[i].visframe = r_visframecount;
return;
}
vis = CM_ClusterPVS (r_viewcluster, NULL);//, cl.worldmodel);
// may have to combine two clusters because of solid water boundaries
if (r_viewcluster2 != r_viewcluster)
{
memcpy (fatvis, vis, (cl.worldmodel->numleafs+7)/8);
vis = CM_ClusterPVS (r_viewcluster2, NULL);//, cl.worldmodel);
c = (cl.worldmodel->numleafs+31)/32;
for (i=0 ; i<c ; i++)
((int *)fatvis)[i] |= ((int *)vis)[i];
vis = fatvis;
}
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
cluster = leaf->cluster;
if (cluster == -1)
continue;
if (vis[cluster>>3] & (1<<(cluster&7)))
{
node = (mnode_t *)leaf;
do
{
if (node->visframe == r_visframecount)
break;
node->visframe = r_visframecount;
node = node->parent;
} while (node);
}
}
return;
}
#endif
if (r_oldviewleaf == r_viewleaf)
return;
r_visframecount++;
r_oldviewleaf = r_viewleaf;
vis = SWMod_LeafPVS (r_viewleaf, cl.worldmodel, NULL);
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
{
if (vis[i>>3] & (1<<(i&7)))
{
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
do
{
if (node->visframe == r_visframecount)
break;
node->visframe = r_visframecount;
node = node->parent;
} while (node);
}
}
}
/*
=============
R_DrawEntitiesOnList
=============
*/
void SWR_DrawEntitiesOnList (void)
{
extern cvar_t gl_part_flame, gl_part_torch;
int i, j;
int lnum;
alight_t lighting;
// FIXME: remove and do real lighting
float lightvec[3] = {-1, 0, 0};
vec3_t dist;
float add;
if (!r_drawentities.value)
return;
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (currententity->flags & 2)
continue;
if (!Cam_DrawPlayer(0, currententity->keynum-1))
continue;
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
continue;
}
}
else
{
if (gl_part_torch.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
switch (currententity->model->type)
{
case mod_sprite:
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
R_DrawSprite ();
break;
case mod_alias:
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// see if the bounding box lets us trivially reject, also sets
// trivial accept status
if (R_AliasCheckBBox ())
{
extern cvar_t r_fullbrightSkins;
float fb = r_fullbrightSkins.value;
if (fb > cls.allow_fbskins)
fb = cls.allow_fbskins;
if (fb < 0)
fb = 0;
j = SWR_LightPoint (currententity->origin);
lighting.ambientlight = j+fb * 120;
lighting.shadelight = j+fb * 120;
lighting.plightvec = lightvec;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if (cl_dlights[lnum].radius)
{
VectorSubtract (currententity->origin,
cl_dlights[lnum].origin,
dist);
add = cl_dlights[lnum].radius - Length(dist);
if (add > 0)
lighting.ambientlight += add;
}
}
// clamp lighting so it doesn't overbright as much
if (lighting.ambientlight > 128)
lighting.ambientlight = 128;
if (lighting.ambientlight + lighting.shadelight > 192)
lighting.shadelight = 192 - lighting.ambientlight;
R_AliasDrawModel (&lighting);
}
break;
default:
break;
}
}
}
/*
=============
R_DrawViewModel
=============
*/
void SWR_DrawViewModel (void)
{
// FIXME: remove and do real lighting
float lightvec[3] = {-1, 0, 0};
int j;
int lnum;
vec3_t dist;
float add;
dlight_t *dl;
int pnum = r_refdef.currentplayernum;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static int prevframe[MAX_SPLITS];
#ifdef SIDEVIEWS
if (r_secondaryview==1)
return;
#endif
#ifdef Q2CLIENT
if (cls.q2server)
return;
#endif
if (!r_drawviewmodel.value || r_fov_greater_than_90 || !Cam_DrawViewModel(pnum))
return;
if (cl.stats[pnum][STAT_ITEMS] & IT_INVISIBILITY)
return;
if (cl.stats[pnum][STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent[pnum];
if (!currententity->model)
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
VectorCopy (vup, viewlightvec);
VectorInverse (viewlightvec);
j = SWR_LightPoint (currententity->origin);
if (j < 24)
j = 24; // allways give some light on gun
r_viewlighting.ambientlight = j;
r_viewlighting.shadelight = j;
// add dynamic lights
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
dl = &cl_dlights[lnum];
if (!dl->radius)
continue;
if (dl->die < cl.time)
continue;
VectorSubtract (currententity->origin, dl->origin, dist);
add = dl->radius - Length(dist);
if (add > 0)
r_viewlighting.ambientlight += add;
}
// clamp lighting so it doesn't overbright as much
if (r_viewlighting.ambientlight > 128)
r_viewlighting.ambientlight = 128;
if (r_viewlighting.ambientlight + r_viewlighting.shadelight > 192)
r_viewlighting.shadelight = 192 - r_viewlighting.ambientlight;
r_viewlighting.plightvec = lightvec;
currententity->scale = 1;
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
currententity->alpha = r_drawviewmodel.value;
else
currententity->alpha = 1;
if (currententity->frame != prevframe[pnum])
{
currententity->oldframe = prevframe[pnum];
lerptime[pnum] = realtime;
}
prevframe[pnum] = currententity->frame;
if (currententity->model != oldmodel[pnum])
{
oldmodel[pnum] = currententity->model;
currententity->oldframe = currententity->frame;
lerptime[pnum] = realtime;
}
currententity->lerptime = 1-(realtime-lerptime[pnum])*10;
if (currententity->lerptime<0)currententity->lerptime=0;
switch(currententity->model->type)
{
default:
Sys_Error("Invalid model type in R_DrawViewModel");
break;
case mod_alias:
R_AliasDrawModel (&r_viewlighting);
break;
case mod_dummy:
break;
}
}
/*
=============
R_BmodelCheckBBox
=============
*/
int R_BmodelCheckBBox (model_t *clmodel, float *minmaxs)
{
int i, *pindex, clipflags;
vec3_t acceptpt, rejectpt;
double d;
clipflags = 0;
if (currententity->angles[0] || currententity->angles[1]
|| currententity->angles[2])
{
for (i=0 ; i<4 ; i++)
{
d = DotProduct (currententity->origin, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= -clmodel->radius)
return BMODEL_FULLY_CLIPPED;
if (d <= clmodel->radius)
clipflags |= (1<<i);
}
}
else
{
for (i=0 ; i<4 ; i++)
{
// generate accept and reject points
// FIXME: do with fast look-ups or integer tests based on the sign bit
// of the floating point values
pindex = pfrustum_indexes[i];
rejectpt[0] = minmaxs[pindex[0]];
rejectpt[1] = minmaxs[pindex[1]];
rejectpt[2] = minmaxs[pindex[2]];
d = DotProduct (rejectpt, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= 0)
return BMODEL_FULLY_CLIPPED;
acceptpt[0] = minmaxs[pindex[3+0]];
acceptpt[1] = minmaxs[pindex[3+1]];
acceptpt[2] = minmaxs[pindex[3+2]];
d = DotProduct (acceptpt, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= 0)
clipflags |= (1<<i);
}
}
return clipflags;
}
mnode_t *R_FindTopnode (vec3_t mins, vec3_t maxs)
{
mplane_t *splitplane;
int sides;
mnode_t *node;
node = cl.worldmodel->nodes;
while (1)
{
if (node->visframe != r_visframecount)
return NULL; // not visible at all
if (node->contents != -1)
{
if (node->contents != Q2CONTENTS_SOLID)
return node; // we've reached a non-solid leaf, so it's
// visible and not BSP clipped
return NULL; // in solid, so not visible
}
splitplane = node->plane;
sides = BOX_ON_PLANE_SIDE(mins, maxs, splitplane);
if (sides == 3)
return node; // this is the splitter
// not split yet; recurse down the contacted side
if (sides & 1)
node = node->children[0];
else
node = node->children[1];
}
}
void RotatedBBox (vec3_t mins, vec3_t maxs, vec3_t angles, vec3_t tmins, vec3_t tmaxs)
{
vec3_t tmp, v;
int i, j;
vec3_t forward, right, up;
if (!angles[0] && !angles[1] && !angles[2])
{
VectorCopy (mins, tmins);
VectorCopy (maxs, tmaxs);
return;
}
for (i=0 ; i<3 ; i++)
{
tmins[i] = 99999;
tmaxs[i] = -99999;
}
AngleVectors (angles, forward, right, up);
for ( i = 0; i < 8; i++ )
{
if ( i & 1 )
tmp[0] = mins[0];
else
tmp[0] = maxs[0];
if ( i & 2 )
tmp[1] = mins[1];
else
tmp[1] = maxs[1];
if ( i & 4 )
tmp[2] = mins[2];
else
tmp[2] = maxs[2];
VectorScale (forward, tmp[0], v);
VectorMA (v, -tmp[1], right, v);
VectorMA (v, tmp[2], up, v);
for (j=0 ; j<3 ; j++)
{
if (v[j] < tmins[j])
tmins[j] = v[j];
if (v[j] > tmaxs[j])
tmaxs[j] = v[j];
}
}
}
/*
=============
R_DrawBEntitiesOnList
=============
*/
void R_DrawBEntitiesOnList (void)
{
int i, j, k, clipflags;
vec3_t oldorigin;
model_t *clmodel;
float minmaxs[6];
vec3_t mins, maxs;
mnode_t *topnode;
model_t *currentmodel;
if (!r_drawentities.value)
return;
VectorCopy (modelorg, oldorigin);
insubmodel = true;
r_dlightframecount = r_framecount;
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (!currententity->model)
continue;
switch (currententity->model->type)
{
case mod_brush:
if (cl.worldmodel->fromgame == fg_quake2)
{
currentmodel = currententity->model;
if (!currentmodel)
continue;
if (currentmodel->nummodelsurfaces == 0)
continue; // clip brush only
// if ( currententity->flags & RF_BEAM )
// continue;
// if (currentmodel->type != mod_brush)
// continue;
// see if the bounding box lets us trivially reject, also sets
// trivial accept status
RotatedBBox (currentmodel->mins, currentmodel->maxs,
currententity->angles, mins, maxs);
VectorAdd (mins, currententity->origin, minmaxs);
VectorAdd (maxs, currententity->origin, (minmaxs+3));
clipflags = R_BmodelCheckBBox (currentmodel, minmaxs);
if (clipflags == BMODEL_FULLY_CLIPPED)
continue; // off the edge of the screen
topnode = R_FindTopnode (minmaxs, minmaxs+3);
if (!topnode)
continue; // no part in a visible leaf
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
r_pcurrentvertbase = currentmodel->vertexes;
// FIXME: stop transforming twice
R_RotateBmodel ();
// calculate dynamic lighting for bmodel
// R_PushDlights (currentmodel);
currententity->topnode = r_pefragtopnode = topnode;
if (topnode->contents == -1)
{
// not a leaf; has to be clipped to the world BSP
r_clipflags = clipflags;
R_DrawSolidClippedSubmodelPolygons (currentmodel);
}
else
{
// falls entirely in one leaf, so we just put all the
// edges in the edge list and let 1/z sorting handle
// drawing order
R_DrawSubmodelPolygons (currentmodel, clipflags);//, topnode);
}
r_pefragtopnode = NULL;
// put back world rotation and frustum clipping
// FIXME: R_RotateBmodel should just work off base_vxx
VectorCopy (base_vpn, vpn);
VectorCopy (base_vup, vup);
VectorCopy (base_vright, vright);
VectorCopy (oldorigin, modelorg);
R_TransformFrustum ();
}
else //q1/hl levels
{
clmodel = currententity->model;
// see if the bounding box lets us trivially reject, also sets
// trivial accept status
for (j=0 ; j<3 ; j++)
{
minmaxs[j] = currententity->origin[j] +
clmodel->mins[j];
minmaxs[3+j] = currententity->origin[j] +
clmodel->maxs[j];
}
clipflags = R_BmodelCheckBBox (clmodel, minmaxs);
if (clipflags != BMODEL_FULLY_CLIPPED)
{
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// FIXME: is this needed?
VectorCopy (modelorg, r_worldmodelorg);
r_pcurrentvertbase = clmodel->vertexes;
// FIXME: stop transforming twice
R_RotateBmodel ();
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (clmodel->firstmodelsurface != 0)
{
for (k=0 ; k<MAX_DLIGHTS ; k++)
{
if ((cl_dlights[k].die < cl.time) ||
(!cl_dlights[k].radius))
{
continue;
}
SWR_MarkLights (&cl_dlights[k], 1<<k,
clmodel->nodes + clmodel->hulls[0].firstclipnode);
}
}
// if the driver wants polygons, deliver those. Z-buffering is on
// at this point, so no clipping to the world tree is needed, just
// frustum clipping
if (r_drawpolys | r_drawculledpolys)
{
R_ZDrawSubmodelPolys (clmodel);
}
else
{
if (cl.worldmodel->fromgame == fg_quake2)
{
r_pefragtopnode = R_FindTopnode (minmaxs, minmaxs+3);
if (r_pefragtopnode)
{
currententity->topnode = r_pefragtopnode;
if (r_pefragtopnode->contents == -1)
{
// not a leaf; has to be clipped to the world BSP
r_clipflags = clipflags;
R_DrawSolidClippedSubmodelPolygons (clmodel);
}
else
{
// falls entirely in one leaf, so we just put all the
// edges in the edge list and let 1/z sorting handle
// drawing order
R_DrawSubmodelPolygons (clmodel, clipflags);
}
currententity->topnode = NULL;
}
}
else
{
r_pefragtopnode = NULL;
for (j=0 ; j<3 ; j++)
{
r_emins[j] = minmaxs[j];
r_emaxs[j] = minmaxs[3+j];
}
R_Q1BSP_SplitEntityOnNode2 (cl.worldmodel->nodes);
if (r_pefragtopnode)
{
currententity->topnode = r_pefragtopnode;
if (r_pefragtopnode->contents >= 0)
{
// not a leaf; has to be clipped to the world BSP
r_clipflags = clipflags;
R_DrawSolidClippedSubmodelPolygons (clmodel);
}
else
{
// falls entirely in one leaf, so we just put all the
// edges in the edge list and let 1/z sorting handle
// drawing order
R_DrawSubmodelPolygons (clmodel, clipflags);
}
currententity->topnode = NULL;
}
}
}
// put back world rotation and frustum clipping
// FIXME: R_RotateBmodel should just work off base_vxx
VectorCopy (base_vpn, vpn);
VectorCopy (base_vup, vup);
VectorCopy (base_vright, vright);
VectorCopy (base_modelorg, modelorg);
VectorCopy (oldorigin, modelorg);
R_TransformFrustum ();
}
}
break;
default:
break;
}
}
insubmodel = false;
}
/*
================
R_EdgeDrawing
================
*/
void R_EdgeDrawing (void)
{
edge_t ledges[NUMSTACKEDGES +
((CACHE_SIZE - 1) / sizeof(edge_t)) + 1];
surf_t lsurfs[NUMSTACKSURFACES +
((CACHE_SIZE - 1) / sizeof(surf_t)) + 1];
if (auxedges)
{
r_edges = auxedges;
}
else
{
r_edges = (edge_t *)
(((long)&ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
}
if (r_surfsonstack)
{
surfaces = (surf_t *)
(((long)&lsurfs[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
surf_max = &surfaces[r_cnumsurfs];
// surface 0 doesn't really exist; it's just a dummy because index 0
// is used to indicate no edge attached to surface
surfaces--;
R_SurfacePatch ();
}
R_BeginEdgeFrame ();
if (r_dspeeds.value)
{
rw_time1 = Sys_DoubleTime ();
}
R_RenderWorld ();
if (r_drawculledpolys)
R_ScanEdges ();
// only the world can be drawn back to front with no z reads or compares, just
// z writes, so have the driver turn z compares on now
D_TurnZOn ();
if (r_dspeeds.value)
{
rw_time2 = Sys_DoubleTime ();
db_time1 = rw_time2;
}
R_DrawBEntitiesOnList ();
if (r_dspeeds.value)
{
db_time2 = Sys_DoubleTime ();
se_time1 = db_time2;
}
if (!r_dspeeds.value)
{
VID_UnlockBuffer ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
VID_LockBuffer ();
}
if (!(r_drawpolys | r_drawculledpolys))
R_ScanEdges ();
SWR_DrawAlphaSurfaces();
}
void R_ApplySIRDAlgorithum(void);
qboolean r_dosirds = true;
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void SWR_RenderView_ (void)
{
qbyte warpbuffer[WARP_WIDTH * WARP_HEIGHT];
r_warpbuffer = warpbuffer;
r_dosirds = r_sirds.value;
#ifdef FISH
if (ffov.value && cls.allow_fish) //THAT's HORRIBLE!
r_dosirds = false;
#endif
if (r_timegraph.value || r_speeds.value || r_dspeeds.value)
r_time1 = Sys_DoubleTime ();
SWR_SetupFrame ();
if (r_refdef.flags & 1)
{
D_ClearDepth();
SWR_DrawEntitiesOnList ();
SWR_DrawViewModel ();
return;
}
#ifdef PASSAGES
SetVisibilityByPassages ();
#else
SWR_MarkLeaves (); // done here so we know if we're in water
#endif
// make FDIV fast. This reduces timing precision after we've been running for a
// while, so we don't do it globally. This also sets chop mode, and we do it
// here so that setup stuff like the refresh area calculations match what's
// done in screen.c
Sys_LowFPPrecision ();
if (!r_worldentity.model || !cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
if (!r_dspeeds.value)
{
VID_UnlockBuffer ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
VID_LockBuffer ();
}
R_EdgeDrawing ();
if (!r_dspeeds.value)
{
VID_UnlockBuffer ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
VID_LockBuffer ();
}
if (r_dspeeds.value)
{
se_time2 = Sys_DoubleTime ();
de_time1 = se_time2;
}
SWR_DrawEntitiesOnList ();
if (r_dspeeds.value)
{
de_time2 = Sys_DoubleTime ();
dv_time1 = de_time2;
}
SWR_DrawViewModel ();
if (r_dspeeds.value)
{
dv_time2 = Sys_DoubleTime ();
dp_time1 = Sys_DoubleTime ();
}
R_DrawParticles ();
if (r_dspeeds.value)
dp_time2 = Sys_DoubleTime ();
if (r_dosirds)
{
R_ApplySIRDAlgorithum();
}
else if (r_dowarp)
D_WarpScreen ();
V_SetContentsColor (r_viewleaf->contents);
if (r_timegraph.value)
R_TimeGraph ();
if (r_netgraph.value)
SWR_NetGraph ();
if (r_zgraph.value)
R_ZGraph ();
if (r_aliasstats.value)
R_PrintAliasStats ();
if (r_speeds.value)
R_PrintTimes ();
if (r_dspeeds.value)
R_PrintDSpeeds ();
if (r_reportsurfout.value && r_outofsurfaces)
Con_Printf ("Short %d surfaces\n", r_outofsurfaces);
if (r_reportedgeout.value && r_outofedges)
Con_Printf ("Short roughly %d edges\n", r_outofedges * 2 / 3);
// back to high floating-point precision
Sys_HighFPPrecision ();
}
void SWR_RenderView (void)
{
int dummy;
int delta;
delta = (qbyte *)&dummy - r_stack_start;
if (delta < -10000 || delta > 10000)
Sys_Error ("R_RenderView: called without enough stack");
if ( Hunk_LowMark() & 3 )
Sys_Error ("Hunk is missaligned");
if ( (long)(&dummy) & 3 )
Sys_Error ("Stack is missaligned");
if ( (long)(&r_warpbuffer) & 3 )
Sys_Error ("Globals are missaligned");
SWR_RenderView_ ();
}
/*
================
R_InitTurb
================
*/
void R_InitTurb (void)
{
int i;
for (i=0 ; i<SINTABLESIZE ; i++)
{
sintable[i] = AMP + sin(i*3.14159*2/CYCLE)*AMP;
intsintable[i] = AMP2 + sin(i*3.14159*2/CYCLE)*AMP2; // AMP2, not 20
}
}
/*
** Start Added by Lewey
**
** This is where the real SIRDS code is
*/
//width of the repeating pattern. Increasing this will
//increase the quality of the SIRD by giving it more
//height levels.
//
//Make sure: ((R_SIRDw % 3) == 0)
// && (((R_SIRDw / 3) % R_SIRDExponents) == 0)
#define R_SIRDw 144
//height of the repeating pattern (not really important)
#define R_SIRDh 50
//maximum offset. This is the max number of pixels
//an item can be moved due to it's height, this is
//is also obviously then the number of different
//height layers you can have. A large R_SIRDw will
//make it harder and harder to see the image, a larger
//ratio of R_SIRDw (i.e. less than 3) will eventually
//cause your eyes to be unable to see the pattern.
#define R_SIRDmaxDiff (R_SIRDw / 3)
//the number of lower powers to ignore
#define R_SIRDIgnoreExponents 5
//the number of exponents (after ignored ones) to have different
//height values (ones after it are rounded to the max difference)
#define R_SIRDExponents 6
//the number of height levels each exponent is given
#define R_SIRDstepsPerExponent (R_SIRDmaxDiff / R_SIRDExponents)
//this is the z value of the sky, which logically should be 0, but
//for implimentation reasons is made very high. Not my doing by the
//way. If you move to a different platform, you may need to change this
#define R_SIRD_ZofSky 0x8ccc
//this is the number of random numbers
//defined in "rand1k.h"
#define R_SIRDnumRand 103
//this hold the background pattern
qbyte *r_SIRDBackground;//[R_SIRDw * R_SIRDh];
//these are the actual random numbers
qbyte *r_SIRDrandValues;//[R_SIRDnumRand];
#include "d_local.h"
void InitSIRD(void)
{
int i;
if (!r_SIRDBackground)
{
r_SIRDBackground = BZ_Malloc(R_SIRDw * R_SIRDh + R_SIRDnumRand);
r_SIRDrandValues = r_SIRDBackground + R_SIRDw * R_SIRDh;
for (i = 0; i < R_SIRDnumRand; i++)
r_SIRDrandValues[i] = rand();
}
}
void CloseSIRD(void)
{
if (r_SIRDBackground)
BZ_Free(r_SIRDBackground);
}
//Only used if id386 is false, this acts as a
// reverse bit-scanner, and uses a sort of binary
// search to find the index of the highest set bit.
//You could also expand the loop 4 times to remove
// the 'while'
#if !(id386 && defined(_MSC_VER))
static int UShortLog(int val)
{
int mask = 0xff00;
int p = 0;
int b = 8;
while (b)
{
if (val & mask)
{
p += b;
b >>= 1;
mask &= (mask << b);
}
else
{
mask &= (mask << (b >> 1));
mask >>= b;
b >>= 1;
}
}
return p;
}
#endif
static int R_SIRDZFunc(int sub)
{
int e;
//special case the sky.
if (sub == R_SIRD_ZofSky)
return 0;
#if id386 && defined(_MSC_VER)
e = sub;
//calculate the log (base 2) of the number. In other
//words the index of the highest set bit. bsr is undefined
//if it's input is 0, so special case that.
if (e!=0)
{
__asm
{
mov ebx, e
bsr eax, ebx
mov e, eax
}
}
#else
e = UShortLog(sub);
#endif
//clip the exponent
if (e < R_SIRDIgnoreExponents)
return 0;
// based on the power, shift the z so that
// it's as high as it can get while still staying
// under 0x100
if (e > 8)
{
sub >>= (e-8);
}
else
{
if (e < 8)
{
sub <<= (8-e);
}
}
// Lower the power of the number, this helps scaling and removes
// small z values.
e -= R_SIRDIgnoreExponents;
// contruct the height value. The power is used as the primary calculator,
// and then the extra bits are used to offset. In this way you
// get more detail than just the log of the z value, and it works
// as a pretty good approximation of it.
e *= R_SIRDstepsPerExponent;
e += ((sub * R_SIRDstepsPerExponent) >> 8);
//make sure we stay under maximum height.
return ((e<=R_SIRDmaxDiff)? e : R_SIRDmaxDiff );
}
void R_ApplySIRDAlgorithum(void)
{
unsigned short* curz, *oldz;
unsigned short cz, lastz;
qbyte* curp;
qbyte* curbp, j;
int x, y, i, zinc, k;
//note of interest: I've made this static so that
//if you like you could make it not static and see
//what would happen if you didn't change the background
static int ji = 0;
InitSIRD();
if (cl.paused)
ji = 0;
//create the background image to tile
//basically done by shifting the values around
//each time and xoring them with a randomly
//selected pixel
j = 0;
for (i=0; i<R_SIRDw * R_SIRDh; i++)
{
if ((i%R_SIRDnumRand)==0)
{
ji++;
ji %= R_SIRDnumRand;
j = r_SIRDrandValues[r_SIRDrandValues[ji] % R_SIRDnumRand];
}
r_SIRDBackground[i] = r_SIRDrandValues[ (i%R_SIRDnumRand) ] ^ j;
}
//if we are under water:
if ((r_dowarp) && (vid.width != WARP_WIDTH))
{
//the rendering is only in the top left
//WARP_WIDTH by WARP_HEIGHT area, so scale the z-values
//to span over the whole screen
//why are we going backwards? so that we don't write over the
//values before we read from them
zinc = ((WARP_WIDTH * 0x10000) / vid.width);
for (y=vid.height-1; y>=0; y--)
{
curz = (d_pzbuffer + (vid.width * y));
oldz = (d_pzbuffer + (vid.width * ((y*WARP_HEIGHT)/vid.height) ));
k = (zinc * (vid.width-1));
for (x=vid.width-1; x>=0; x--)
{
curz[x] = oldz[k >> 16];
k -= zinc;
}
}
}
//SIRDify each line
for (y=0; y<vid.height; y++)
{
curp = (vid.buffer + (vid.rowbytes * y));
curz = (d_pzbuffer + (vid.width * y ));
#ifdef _DEBUG
if (r_dosirds == 2)
{
//if we are just drawing the height map
//this lets you see which layers are used to
//create the SIRD
//
//NOTE: even though it may sort of look like
//a grey-scale height map, that is merely a
//coincidence because of how the colours are
//organized in the pallette.
lastz = 0;
cz = 0;
for (x=0; x<vid.width; x++)
{
if (lastz != *curz)
{
lastz = *curz;
cz = R_SIRDZFunc(*curz);
}
*curp = cz;
curp++;
curz++;
}
}
else
#endif
{
// draw the SIRD
// copy the background into the left most column
curbp = &(r_SIRDBackground[ R_SIRDw * (y % R_SIRDh) ]);
for (x=0; x<R_SIRDw; x++)
{
*curp = *curbp;
curp++;
curbp++;
}
lastz = 0;
cz = 0;
curz += R_SIRDw;
curbp = curp - R_SIRDw;
// now calculate the SIRD
for (x=R_SIRDw; x<vid.width; x++)
{
//only call the z-function with a new
//value, it is slow so this saves quite
//some time.
if (lastz != *curz)
{
lastz = *curz;
//convert from z to height offset
cz = R_SIRDZFunc(lastz);
//the "height offset" used in making SIRDS
//can be considered an adjustment of the
//frequency of repetition in the pattern.
//so here we are copying from bp to p, and so
//it simply increases or decreases the distance
//between the two.
curbp = (curp - R_SIRDw + cz);
}
*curp = *curbp;
curp++;
curbp++;
curz++;
}
}
}
}
/*
** End Added by Lewey
*/