fteqw/engine/sw/sw_rast.c
Spoike 9dbf5b5837 changed to not load gamecode from quake paths, to avoid issues with buggy quakeworld clients that will freely download stuff from anywhere (not sure what to do about ktx, but it can be reenabled with a cvar).
image_width is now only set by a single function.
tweaked scancode inputs slightly. added support for printscreen binds.
changed the way gamma works. glsl gamma now used when running windows, or hardware gamma is not available. removed gl_contrast+gl_brightness.
q2 gamecode support no longer has a system componant. this means that ports only need the generic stuff.
misc tweaks to the d3d11 renderer.
added brief descriptions to many builtins. need to add comments to constants, globals, and fields too, somehow.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4355 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-05-11 14:02:55 +00:00

1006 lines
22 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*img->width)%img->width) \
+ (((unsigned)(t*img->height)%img->height) * img->width) \
]; \
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
float sl,sld, sd;
float tl,tld, td;
#endif
#ifdef SPAN_Z
unsigned 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[2] < 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];
d2 = v3->tccoord[0] - v1->tccoord[0];
sld = fdx1*d2 - fdx2*d1;
sd = fdy2*d1 - fdy1*d2;
d1 = v2->tccoord[1] - v1->tccoord[1];
d2 = v3->tccoord[1] - v1->tccoord[1];
tld = fdx1*d2 - fdx2*d1;
td = fdy2*d1 - fdy1*d2;
#endif
#ifdef SPAN_Z
d1 = (v2->vcoord[2] - v1->vcoord[2])*UINT_MAX;
d2 = (v3->vcoord[2] - v1->vcoord[2])*UINT_MAX;
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 -= sd*xld/(float)(1<<16);
tld -= td*xld/(float)(1<<16);
#endif
#ifdef SPAN_Z
zld -= zd*xld/(float)(1<<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];
sld = sld + sd*xld/(float)(1<<16);
tl = vlt->tccoord[1];
tld = tld + td*xld/(float)(1<<16);
#endif
#ifdef SPAN_Z
zl = vlt->vcoord[2]*UINT_MAX;
zld = zld + zd*xld/(float)(1<<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
float s = sl;
float 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(swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (0 - in->vcoord[1]) /
(out->vcoord[1] - in->vcoord[1]);
VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
result->vcoord[1] = 0;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Bottom(swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (vid.pixelheight-1 - in->vcoord[1]) /
(out->vcoord[1] - in->vcoord[1]);
VectorInterpolate(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(swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (0 - in->vcoord[0]) /
(out->vcoord[0] - in->vcoord[0]);
VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
result->vcoord[0] = 0;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static void WT_Clip_Right(swvert_t *out, swvert_t *in, swvert_t *result)
{
float frac;
frac = (vid.pixelwidth-1 - in->vcoord[0]) /
(out->vcoord[0] - in->vcoord[0]);
VectorInterpolate(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(swvert_t *out, swvert_t *in, swvert_t *result)
{
extern cvar_t temp1;
double frac;
frac = (temp1.value - in->vcoord[2]) /
(out->vcoord[2] - in->vcoord[2]);
VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
result->vcoord[2] = temp1.value;
Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
}
static int WT_ClipPoly(int incount, swvert_t *inv, swvert_t *outv, int flag, void (*clip)(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(&inv[c], &inv[p], &outv[result]);
else
clip(&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] > vid.pixelwidth-1)
outv[result].clipflags |= CLIP_RIGHT_FLAG;
if (outv[result].vcoord[1] < 0)
outv[result].clipflags |= CLIP_TOP_FLAG;
if (outv[result].vcoord[1] > vid.pixelheight-1)
outv[result].clipflags |= CLIP_BOTTOM_FLAG;
result++;
}
if (!cf)
{
outv[result] = inv[c];
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;
if (v1->clipflags & v2->clipflags & v3->clipflags)
return; //all verticies are off at least one single side
cflags = v1->clipflags | v2->clipflags | v3->clipflags;
if (!cflags)
{
//no clipping to be done
WT_Triangle(th, img, v1, v2, v3);
return;
}
final[list][0] = *v1;
final[list][1] = *v2;
final[list][2] = *v3;
count = 3;
if (cflags & CLIP_NEAR_FLAG)
{
count = WT_ClipPoly(count, final[list], final[list^1], CLIP_NEAR_FLAG, WT_Clip_Near);
list ^= 1;
}
if (cflags & CLIP_TOP_FLAG)
{
count = WT_ClipPoly(count, final[list], final[list^1], CLIP_TOP_FLAG, WT_Clip_Top);
list ^= 1;
}
if (cflags & CLIP_BOTTOM_FLAG)
{
count = WT_ClipPoly(count, final[list], final[list^1], CLIP_BOTTOM_FLAG, WT_Clip_Bottom);
list ^= 1;
}
if (cflags & CLIP_LEFT_FLAG)
{
count = WT_ClipPoly(count, final[list], final[list^1], CLIP_LEFT_FLAG, WT_Clip_Left);
list ^= 1;
}
if (cflags & CLIP_RIGHT_FLAG)
{
count = WT_ClipPoly(count, final[list], final[list^1], CLIP_RIGHT_FLAG, WT_Clip_Right);
list ^= 1;
}
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_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 |= Q2RDF_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
if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
{
R_LoadRTLights();
if (rtlights_first == rtlights_max)
R_ImportRTLights(cl.worldmodel->entities);
}
Sh_PreGenerateLights();
#endif
}
void SW_R_PreNewMap(void)
{
}
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
if (vid.recalc_refdef)
SCR_CalcRefdef ();
SCR_SetUpToDrawConsole ();
if (cls.state == ca_active)
{
if (!CSQC_DrawView())
V_RenderView ();
R2D_PolyBlend ();
R2D_BrightenScreen();
}
SCR_DrawTwoDimensional(0, 0);
V_UpdatePalette (false);
}
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,
Surf_AddStain,
Surf_LessenStains,
RMod_Init,
RMod_Shutdown,
RMod_ClearAll,
RMod_ForName,
RMod_FindName,
RMod_Extradata,
RMod_TouchModel,
RMod_NowLoadExternal,
RMod_Think,
Mod_GetTag,
Mod_TagNumForName,
Mod_SkinNumForName,
Mod_FrameNumForName,
Mod_FrameDuration,
SW_VID_Init,
SW_VID_DeInit,
SW_VID_ApplyGammaRamps,
SW_VID_GetRGBInfo,
SW_VID_SetWindowCaption,
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_LightCullModel,
NULL,//void (*BE_VBO_Begin)(vbobctx_t *ctx, unsigned int maxsize);
NULL,//void (*BE_VBO_Data)(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray);
NULL,//void (*BE_VBO_Finish)(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray);
NULL,//void (*BE_VBO_Destroy)(vboarray_t *vearray);
"no more"
};
#endif