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fteqw/engine/sw/sw_rast.c
Spoike e75cbadc11 fix iqm models.
rename some things.
don't reload filesystem(twice) when quitting.
add savegame_legacy command for saved games that can be loaded in vanilla engines.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4628 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-31 17:06:41 +00:00

1075 lines
24 KiB
C

#include "quakedef.h"
#ifdef SWQUAKE
#include "sw.h"
#include "gl_draw.h"
#include "shader.h"
#include "renderque.h"
#include "glquake.h"
#if __STDC_VERSION__ >= 199901L
//no need to do anything
#elif defined(_MSC_VER)
#define restrict __restrict
#else
#define restrict
#endif
/*
Our software rendering basically works like this:
main thread builds command:
command contains vertex data in the command block
main thread runs the vertex programs (much like q3) and performs matrix transforms (much like d3d)
worker threads read each command sequentially:
clip to viewport
division of labour between worker threads works by interlacing.
each thread gets a different set of scanlines to render.
we can also trivially implement interlacing with this method
*/
cvar_t sw_interlace = CVAR("sw_interlace", "0");
cvar_t sw_vthread = CVAR("sw_vthread", "0");
cvar_t sw_fthreads = CVAR("sw_fthreads", "0");
struct workqueue_s commandqueue;
struct workqueue_s spanqueue;
static void WT_Triangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
{
unsigned int tpix;
#define SPAN_ST
#define SPAN_Z
#define PLOT_PIXEL(o) \
{ \
if (*zb >= z) \
{ \
*zb = z; \
tpix = img->data[ \
((unsigned)(s>>16)&img->pwidthmask) \
+ (((unsigned)(t>>16)&img->pheightmask) * img->pitch) \
]; \
if (tpix&0xff000000) \
o = tpix; \
} \
}
#ifdef MSVCWORKSPROPERLY
#include "sw_spans.h"
#else
/*
this file is expected to be #included as the body of a real function
to define create a new pixel shader, define PLOT_PIXEL(outval) at the top of your function and you're good to go
//modifiers:
SPAN_ST - interpolates S+T across the span. access with 'sc' and 'tc'
affine... no perspective correction.
*/
{
swvert_t *vt;
int y;
int secondhalf;
int xl,xld, xr,xrd;
#ifdef SPAN_ST
int sl,sld, sd;
int tl,tld, td;
#endif
#ifdef SPAN_Z
int zl,zld, zd;
#endif
unsigned int *restrict outbuf;
unsigned int *restrict ti;
int i;
const swvert_t *vlt,*vlb,*vrt,*vrb;
int spanlen;
int numspans;
unsigned int *vplout;
int dx, dy;
int recalcside;
int interlace;
float fdx1,fdy1,fdx2,fdy2,fz,d1,d2;
if (!img)
return;
/*we basically render a diamond
that is, the single triangle is split into two triangles, outwards towards the midpoint and inwards to the final position.
*/
/*reorder the verticies for height*/
if (v1->vcoord[1] > v2->vcoord[1])
{
vt = v1;
v1 = v2;
v2 = vt;
}
if (v1->vcoord[1] > v3->vcoord[1])
{
vt = v1;
v1 = v3;
v3 = vt;
}
if (v2->vcoord[1] > v3->vcoord[1])
{
vt = v3;
v3 = v2;
v2 = vt;
}
{
const swvert_t *v[3];
v[0] = v1;
v[1] = v2;
v[2] = v3;
//reject triangles with any point offscreen, for now
for (i = 0; i < 3; i++)
{
if (v[i]->vcoord[0] < 0 || v[i]->vcoord[0] >= th->vpwidth)
return;
if (v[i]->vcoord[1] < 0 || v[i]->vcoord[1] >= th->vpheight)
return;
// if (v[i]->vcoord[3] < 0)
// return;
}
for (i = 0; i < 2; i++)
{
if (v[i]->vcoord[1] > v[i+1]->vcoord[1])
return;
}
}
fdx1 = v2->vcoord[0] - v1->vcoord[0];
fdy1 = v2->vcoord[1] - v1->vcoord[1];
fdx2 = v3->vcoord[0] - v1->vcoord[0];
fdy2 = v3->vcoord[1] - v1->vcoord[1];
fz = fdx1*fdy2 - fdx2*fdy1;
if (fz == 0)
{
//weird angle...
return;
}
fz = 1.0 / fz;
fdx1 *= fz;
fdy1 *= fz;
fdx2 *= fz;
fdy2 *= fz;
#ifdef SPAN_ST //affine
d1 = (v2->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
d2 = (v3->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
sld = fdx1*d2 - fdx2*d1;
sd = fdy2*d1 - fdy1*d2;
d1 = (v2->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
d2 = (v3->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
tld = fdx1*d2 - fdx2*d1;
td = fdy2*d1 - fdy1*d2;
#endif
#ifdef SPAN_Z
d1 = (v2->vcoord[3] - v1->vcoord[3])*(1<<16);
d2 = (v3->vcoord[3] - v1->vcoord[3])*(1<<16);
zld = fdx1*d2 - fdx2*d1;
zd = fdy2*d1 - fdy1*d2;
#endif
ti = img->data;
y = v1->vcoord[1];
for (secondhalf = 0; secondhalf <= 1; secondhalf++)
{
if (secondhalf)
{
if (numspans < 0)
{
interlace = -numspans;
y+=interlace;
numspans-=interlace;
xl += xld*interlace;
xr += xrd*interlace;
vplout += th->vpcstride*interlace;
#ifdef SPAN_ST
sl += sld*interlace;
tl += tld*interlace;
#endif
#ifdef SPAN_Z
zl += zld*interlace;
#endif
}
/*v2->v3*/
if (fz <= 0)
{
vlt = v2;
//vrt == v1;
vlb = v3;
//vrb == v3;
recalcside = 1;
#ifdef SPAN_ST
sld -= (((long long)sd*xld)>>16);
tld -= (((long long)td*xld)>>16);
#endif
#ifdef SPAN_Z
zld -= (((long long)zd*xld)>>16);
#endif
}
else
{
//vlt == v1;
vrt = v2;
///vlb == v3;
vrb = v3;
recalcside = 2;
}
//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
numspans = v3->vcoord[1] - y;
}
else
{
vlt = v1;
vrt = v1;
/*v1->v2*/
if (fz < 0)
{
vlb = v2;
vrb = v3;
}
else
{
vlb = v3;
vrb = v2;
}
recalcside = 3;
//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
numspans = v2->vcoord[1] - y;
}
if (recalcside & 1)
{
dx = (vlb->vcoord[0] - vlt->vcoord[0]);
dy = (vlb->vcoord[1] - vlt->vcoord[1]);
if (dy > 0)
xld = (dx<<16) / dy;
else
xld = 0;
xl = (int)vlt->vcoord[0]<<16;
#ifdef SPAN_ST
sl = vlt->tccoord[0] * (img->pwidth<<16);
sld = sld + (((long long)sd*xld)>>16);
tl = vlt->tccoord[1] * (img->pheight<<16);
tld = tld + (((long long)td*xld)>>16);
#endif
#ifdef SPAN_Z
zl = vlt->vcoord[3] * (1<<16);
zld = zld + (((long long)zd*xld)>>16);
#endif
}
if (recalcside & 2)
{
dx = (vrb->vcoord[0] - vrt->vcoord[0]);
dy = (vrb->vcoord[1] - vrt->vcoord[1]);
if (dy)
xrd = (dx<<16) / dy;
else
xrd = 0;
xr = (int)vrt->vcoord[0]<<16;
}
if (y + numspans >= th->vpheight)
numspans = th->vpheight - y - 1;
if (numspans <= 0)
continue;
vplout = th->vpcbuf + y * th->vpcstride; //this is a pointer to the left of the viewport buffer.
interlace = ((y + th->interlaceline) % th->interlacemod);
if (interlace)
{
if (interlace > numspans)
{
interlace = numspans;
y+=interlace;
}
else
{
y+=interlace;
numspans-=interlace;
}
xl += xld*interlace;
xr += xrd*interlace;
vplout += th->vpcstride*interlace;
#ifdef SPAN_ST
sl += sld*interlace;
tl += tld*interlace;
#endif
#ifdef SPAN_Z
zl += zld*interlace;
#endif
}
for (; numspans > 0;
numspans -= th->interlacemod
,xl += xld*th->interlacemod
,xr += xrd*th->interlacemod
,vplout += th->vpcstride*th->interlacemod
,y += th->interlacemod
#ifdef SPAN_ST
,sl += sld*th->interlacemod
,tl += tld*th->interlacemod
#endif
#ifdef SPAN_Z
,zl += zld*th->interlacemod
#endif
)
{
#ifdef SPAN_ST
unsigned int s = sl;
unsigned int t = tl;
#endif
#ifdef SPAN_Z
unsigned int z = zl;
unsigned int *restrict zb = th->vpdbuf + y * th->vpwidth + (xl>>16);
#endif
spanlen = (xr - xl)>>16;
outbuf = vplout + (xl>>16);
while(spanlen-->=0)
{
PLOT_PIXEL(*outbuf);
outbuf++;
#ifdef SPAN_ST
s += sd;
t += td;
#endif
#ifdef SPAN_Z
z += zd;
zb++;
#endif
}
}
}
}
#undef SPAN_ST
#undef PLOT_PIXEL
#endif
}
static void WT_Clip_Top(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (1 - in->vcoord[1]) /
(out->vcoord[1] - in->vcoord[1]);
Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
// result->vcoord[1] = 0;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Bottom(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = ((th->vpheight-2) - in->vcoord[1]) /
(out->vcoord[1] - in->vcoord[1]);
Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
// result->vcoord[1] = vid.pixelheight-1;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Left(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (1 - in->vcoord[0]) /
(out->vcoord[0] - in->vcoord[0]);
Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
// result->vcoord[0] = 0;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Right(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = ((th->vpwidth-2) - in->vcoord[0]) /
(out->vcoord[0] - in->vcoord[0]);
Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
// result->vcoord[0] = vid.pixelwidth-1;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Near(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float nearclip = 0;
double frac;
frac = (nearclip - in->vcoord[3]) /
(out->vcoord[3] - in->vcoord[3]);
VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
result->vcoord[3] = nearclip;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Far(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
{
float farclip = 1;
double frac;
frac = (farclip - in->vcoord[3]) /
(out->vcoord[3] - in->vcoord[3]);
VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
result->vcoord[3] = farclip;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static int WT_ClipPoly(swthread_t *th, int incount, swvert_t *inv, swvert_t *outv, int flag, void (*clip)(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result))
{
int p, c;
int result = 0;
int pf, cf;
if (incount < 3)
return 0;
for (p = incount - 1, c = 0; c < incount; p = c, c++)
{
pf = inv[p].clipflags & flag;
cf = inv[c].clipflags & flag;
if (pf && cf)
continue; //both clipped, skip it now
if (pf ^ cf)
{
//crossed... emit a new vertex on the boundary
if (cf) //new is offscreen
clip(th, &inv[c], &inv[p], &outv[result]);
else
clip(th, &inv[p], &inv[c], &outv[result]);
outv[result].clipflags = 0;
if (outv[result].vcoord[0] < 0)
outv[result].clipflags |= CLIP_LEFT_FLAG;
if (outv[result].vcoord[0] >= th->vpwidth)
outv[result].clipflags |= CLIP_RIGHT_FLAG;
if (outv[result].vcoord[1] < 0)
outv[result].clipflags |= CLIP_TOP_FLAG;
if (outv[result].vcoord[1] >= th->vpheight)
outv[result].clipflags |= CLIP_BOTTOM_FLAG;
if (outv[result].vcoord[3] < 0)
outv[result].clipflags |= CLIP_NEAR_FLAG;
if (outv[result].vcoord[3] > 1)
outv[result].clipflags |= CLIP_FAR_FLAG;
result++;
}
if (!cf)
{
outv[result] = inv[c];
result++;
}
}
return result;
}
//transform the vertex and calculate its final position.
static int WT_TransformVertXY(swthread_t *th, swvert_t *v)
{
int result = 0;
vec4_t tr;
Matrix4x4_CM_Transform34(th->u.matrix, v->vcoord, tr);
if (tr[3] != 1)
{
tr[0] /= tr[3];
tr[1] /= tr[3];
tr[2] /= tr[3];
}
v->vcoord[0] = (tr[0]+1)/2 * th->vpwidth;
if (v->vcoord[0] < 0)
result |= CLIP_LEFT_FLAG;
if (v->vcoord[0] >= th->vpwidth)
result |= CLIP_RIGHT_FLAG;
v->vcoord[1] = (tr[1]+1)/2 * th->vpheight;
if (v->vcoord[1] < 0)
result |= CLIP_TOP_FLAG;
if (v->vcoord[1] >= th->vpheight)
result |= CLIP_BOTTOM_FLAG;
v->clipflags = result;
return result;
}
static void WT_ClipTriangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
{
unsigned int cflags;
swvert_t final[2][64];
int list = 0;
int i;
int count;
//check the near/far planes.
v1->vcoord[3] = DotProduct(v1->vcoord, th->u.viewplane) - th->u.viewplane[3];
if (v1->vcoord[3] < 0) v1->clipflags = CLIP_NEAR_FLAG; else if (v1->vcoord[3] > 1) v1->clipflags = CLIP_FAR_FLAG; else v1->clipflags = 0;
v2->vcoord[3] = DotProduct(v2->vcoord, th->u.viewplane) - th->u.viewplane[3];
if (v2->vcoord[3] < 0) v2->clipflags = CLIP_NEAR_FLAG; else if (v2->vcoord[3] > 1) v2->clipflags = CLIP_FAR_FLAG; else v2->clipflags = 0;
v3->vcoord[3] = DotProduct(v3->vcoord, th->u.viewplane) - th->u.viewplane[3];
if (v3->vcoord[3] < 0) v3->clipflags = CLIP_NEAR_FLAG; else if (v3->vcoord[3] > 1) v3->clipflags = CLIP_FAR_FLAG; else v3->clipflags = 0;
if (v1->clipflags & v2->clipflags & v3->clipflags)
return; //all verticies are off at least one plane
cflags = v1->clipflags | v2->clipflags | v3->clipflags;
if (0)//!cflags)
{
//figure out the final 2d positions
cflags = 0;
for (i = 0; i < count; i++)
cflags |= WT_TransformVertXY(th, &final[list][i]);
}
else
{
final[list][0] = *v1;
final[list][1] = *v2;
final[list][2] = *v3;
count = 3;
//clip to the screen
if (cflags & CLIP_NEAR_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_NEAR_FLAG, WT_Clip_Near);
list ^= 1;
}
if (cflags & CLIP_FAR_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_FAR_FLAG, WT_Clip_Far);
list ^= 1;
}
//figure out the final 2d positions
cflags = 0;
for (i = 0; i < count; i++)
cflags |= WT_TransformVertXY(th, &final[list][i]);
}
//and clip those by the screen (instead of by plane, to try to prevent crashes)
if (cflags & CLIP_TOP_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_TOP_FLAG, WT_Clip_Top);
list ^= 1;
}
if (cflags & CLIP_BOTTOM_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_BOTTOM_FLAG, WT_Clip_Bottom);
list ^= 1;
}
if (cflags & CLIP_LEFT_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_LEFT_FLAG, WT_Clip_Left);
list ^= 1;
}
if (cflags & CLIP_RIGHT_FLAG)
{
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_RIGHT_FLAG, WT_Clip_Right);
list ^= 1;
}
//draw the damn thing. FIXME: generate spans and push to a fragment thread.
for (i = 2; i < count; i++)
{
WT_Triangle(th, img, &final[list][0], &final[list][i-1], &final[list][i]);
}
}
void WQ_ClearBuffer(swthread_t *t, unsigned int *mbuf, qintptr_t stride, unsigned int clearval)
{
int y;
int x;
unsigned int *buf;
for (y = t->interlaceline; y < t->vpheight; y += t->interlacemod)
{
buf = mbuf + stride*y;
for (x = 0; x < (t->vpwidth & ~15);)
{
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
buf[x++] = clearval;
}
for (; x < t->vpwidth; )
buf[x++] = clearval;
}
}
qboolean WT_HandleCommand(swthread_t *t, wqcom_t *com)
{
index_t *idx;
int i;
switch(com->com.command)
{
case WTC_DIE:
t->readpoint += com->com.cmdsize;
return 1;
case WTC_NOOP:
break;
case WTC_NEWFRAME:
break;
case WTC_UNIFORMS:
memcpy(&t->u, &com->uniforms.u, sizeof(t->u));
break;
case WTC_VIEWPORT:
t->vpcbuf = com->viewport.cbuf;
t->vpdbuf = com->viewport.dbuf;
t->vpwidth = com->viewport.width;
t->vpheight = com->viewport.height;
t->vpcstride = com->viewport.stride;
if (!t->wq->numthreads)
{
t->interlacemod = com->viewport.interlace; //this many vthreads
t->interlaceline = com->viewport.framenum%com->viewport.interlace; //this vthread
}
else
{
t->interlacemod = t->wq->numthreads*com->viewport.interlace; //this many vthreads
t->interlaceline = (t->threadnum*com->viewport.interlace) + (com->viewport.framenum%com->viewport.interlace); //this vthread
}
if (com->viewport.clearcolour)
{
WQ_ClearBuffer(t, t->vpcbuf, t->vpcstride, 0);
}
if (com->viewport.cleardepth)
{
WQ_ClearBuffer(t, t->vpdbuf, t->vpwidth, ~0u);
}
break;
case WTC_TRIFAN:
for (i = 2; i < com->trifan.numverts; i++)
{
WT_ClipTriangle(t, com->trifan.texture, &com->trifan.verts[0], &com->trifan.verts[i-1], &com->trifan.verts[i]);
}
break;
case WTC_TRISOUP:
idx = (index_t*)(com->trisoup.verts + com->trisoup.numverts);
for (i = 0; i < com->trisoup.numidx; i+=3, idx+=3)
{
WT_ClipTriangle(t, com->trisoup.texture, &com->trisoup.verts[idx[0]], &com->trisoup.verts[idx[1]], &com->trisoup.verts[idx[2]]);
}
break;
case WTC_SPANS:
break;
default:
Sys_Printf("Unknown render command!\n");
break;
}
t->readpoint += com->com.cmdsize;
return false;
}
int WT_Main(void *ptr)
{
wqcom_t *com;
swthread_t *t = ptr;
for(;;)
{
if (t->readpoint == t->wq->pos)
{
Sys_Sleep(0);
continue;
}
com = (wqcom_t*)&t->wq->queue[t->readpoint & WQ_MASK];
if (WT_HandleCommand(t, com))
break;
}
return 0;
}
void SWRast_EndCommand(struct workqueue_s *wq, wqcom_t *com)
{
wq->pos += com->com.cmdsize;
if (!wq->numthreads)
{
//immediate mode
WT_HandleCommand(wq->swthreads, com);
}
}
wqcom_t *SWRast_BeginCommand(struct workqueue_s *wq, int cmdtype, unsigned int size)
{
wqcom_t *com;
//round the command size up, so we always have space for a noop/wrap if needed
size = (size + sizeof(com->align)) & ~(sizeof(com->align)-1);
//generate a noop if we don't have enough space for the command
if ((wq->pos&WQ_MASK) + size > WQ_SIZE)
{
// SWRast_Sync();
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
com->com.cmdsize = WQ_SIZE - wq->pos&WQ_MASK;
com->com.command = WTC_NOOP;
SWRast_EndCommand(wq, com);
}
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
com->com.cmdsize = size;
com->com.command = cmdtype;
return com;
}
void SWRast_Sync(struct workqueue_s *wq)
{
int i;
swthread_t *t;
for (i = 0; i < wq->numthreads; i++)
{
t = &wq->swthreads[i];
while (t->readpoint != wq->pos)
;
}
//all worker threads are up to speed
}
void SWRast_CreateThreadPool(struct workqueue_s *wq, int numthreads)
{
int i = 0;
swthread_t *t;
wq->pos = 0;
numthreads = ((numthreads > WQ_MAXTHREADS)?WQ_MAXTHREADS:numthreads);
#ifdef MULTITHREAD
for (i = 0; i < numthreads; i++)
{
t = &wq->swthreads[i];
t->threadnum = i;
t->thread = Sys_CreateThread("swrast", WT_Main, t, THREADP_NORMAL, 0);
if (!t->thread)
break;
}
#else
numthreads = 0;
#endif
wq->numthreads = i;
if (i == 0)
numthreads = 1;
else
numthreads = i;
for (i = 0; i < numthreads; i++)
{
wq->swthreads[i].readpoint = wq->pos;
wq->swthreads[i].wq = wq;
}
}
void SWRast_TerminateThreadPool(struct workqueue_s *wq)
{
int i;
wqcom_t *com = SWRast_BeginCommand(wq, WTC_DIE, sizeof(com->com));
SWRast_EndCommand(wq, com);
#ifdef MULTITHREAD
for (i = 0; i < wq->numthreads; i++)
{
Sys_WaitOnThread(wq->swthreads[i].thread);
}
#endif
wq->numthreads = 0;
}
void SW_Draw_Init(void)
{
R2D_Init();
R_InitFlashblends();
}
void SW_Draw_Shutdown(void)
{
R2D_Shutdown();
}
void SW_R_Init(void)
{
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
sw_vthread.modified = true;
}
void SW_R_DeInit(void)
{
SWRast_TerminateThreadPool(&commandqueue);
}
void SW_R_RenderView(void)
{
extern cvar_t gl_screenangle;
extern cvar_t gl_mindist;
vec3_t newa;
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= RDF_NOWORLDMODEL;
// R_SetupGL ();
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
if (r_refdef.useperspective)
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, r_refdef.fov_x, r_refdef.fov_y, gl_mindist.value);
else
{
if (gl_maxdist.value>=1)
Matrix4x4_CM_Orthographic(r_refdef.m_projection, -r_refdef.fov_x/2, r_refdef.fov_x/2, -r_refdef.fov_y/2, r_refdef.fov_y/2, -gl_maxdist.value, gl_maxdist.value);
else
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
}
VectorCopy(r_refdef.viewangles, newa);
newa[0] = r_refdef.viewangles[0];
newa[1] = r_refdef.viewangles[1];
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_refdef.vieworg);
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
Surf_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
// R_DrawDecals();
R_RenderDlights ();
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
}
void SW_R_NewMap(void)
{
char namebuf[MAX_QPATH];
extern cvar_t host_mapname, r_shadow_realtime_dlight, r_shadow_realtime_world;
int i;
for (i=0 ; i<256 ; i++)
d_lightstylevalue[i] = 264; // normal light value
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;
Vector4Set(r_worldentity.shaderRGBAf, 1, 1, 1, 1);
COM_StripExtension(COM_SkipPath(cl.worldmodel->name), namebuf, sizeof(namebuf));
Cvar_Set(&host_mapname, namebuf);
Surf_DeInit();
r_viewleaf = NULL;
r_viewcluster = -1;
r_oldviewcluster = 0;
r_viewcluster2 = -1;
Mod_ParseInfoFromEntityLump(cl.worldmodel, cl.worldmodel->entities, cl.worldmodel->name);
P_ClearParticles ();
Surf_WipeStains();
CL_RegisterParticles();
Surf_BuildLightmaps ();
#ifdef VM_UI
UI_Reset();
#endif
TP_NewMap();
R_SetSky(cl.skyname);
#ifdef MAP_PROC
if (cl.worldmodel->fromgame == fg_doom3)
D3_GenerateAreas(cl.worldmodel);
#endif
#ifdef RTLIGHTS
Sh_PreGenerateLights();
#endif
}
void SW_R_PreNewMap(void)
{
r_viewleaf = NULL;
r_oldviewleaf = NULL;
r_viewleaf2 = NULL;
r_oldviewleaf2 = NULL;
}
void SW_SCR_UpdateScreen(void)
{
wqcom_t *com;
extern cvar_t gl_screenangle;
float w = vid.width, h = vid.height;
r_refdef.time = realtime;
SWBE_Set2D();
SWRast_Sync(&commandqueue);
SWRast_Sync(&spanqueue);
SW_VID_SwapBuffers();
if (sw_vthread.modified)
{
SWRast_TerminateThreadPool(&commandqueue);
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
sw_vthread.modified = false;
}
if (sw_fthreads.modified)
{
SWRast_TerminateThreadPool(&spanqueue);
SWRast_CreateThreadPool(&spanqueue, sw_fthreads.ival);
sw_fthreads.modified = false;
}
com = SWRast_BeginCommand(&commandqueue, WTC_VIEWPORT, sizeof(com->viewport));
com->viewport.interlace = bound(0, sw_interlace.ival, 15)+1;
com->viewport.clearcolour = r_clear.ival;
com->viewport.cleardepth = true;
SW_VID_UpdateViewport(com);
SWRast_EndCommand(&commandqueue, com);
Shader_DoReload();
//FIXME: playfilm/editor+q3ui
SCR_SetUpToDrawConsole ();
if (cls.state == ca_active)
{
if (!CSQC_DrawView())
V_RenderView ();
R2D_PolyBlend ();
R2D_BrightenScreen();
}
SCR_DrawTwoDimensional(0, 0);
V_UpdatePalette (false);
}
void SW_VBO_Begin(vbobctx_t *ctx, unsigned int maxsize)
{
}
void SW_VBO_Data(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray)
{
}
void SW_VBO_Finish(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray)
{
}
void SW_VBO_Destroy(vboarray_t *vearray)
{
}
void SWBE_Scissor(srect_t *rect)
{
}
rendererinfo_t swrendererinfo =
{
"Software Renderer",
{
"sw",
"Software",
"SoftRast",
},
QR_SOFTWARE,
SW_Draw_Init,
SW_Draw_Shutdown,
SW_LoadTexture,
SW_LoadTexture8Pal24,
SW_LoadTexture8Pal32,
SW_LoadCompressed,
SW_FindTexture,
SW_AllocNewTexture,
SW_Upload,
SW_DestroyTexture,
SW_R_Init,
SW_R_DeInit,
SW_R_RenderView,
SW_R_NewMap,
SW_R_PreNewMap,
SW_VID_Init,
SW_VID_DeInit,
SW_VID_SwapBuffers,
SW_VID_ApplyGammaRamps,
SW_VID_SetWindowCaption,
SW_VID_GetRGBInfo,
SW_SCR_UpdateScreen,
SWBE_SelectMode,
SWBE_DrawMesh_List,
SWBE_DrawMesh_Single,
SWBE_SubmitBatch,
SWBE_GetTempBatch,
SWBE_DrawWorld,
SWBE_Init,
SWBE_GenBrushModelVBO,
SWBE_ClearVBO,
SWBE_UploadAllLightmaps,
SWBE_SelectEntity,
SWBE_SelectDLight,
SWBE_Scissor,
SWBE_LightCullModel,
SW_VBO_Begin,
SW_VBO_Data,
SW_VBO_Finish,
SW_VBO_Destroy,
SWBE_RenderToTextureUpdate2d,
"no more"
};
#endif