mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-13 00:24:18 +00:00
402 lines
9.5 KiB
C++
402 lines
9.5 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#ifdef VV_LIGHTING
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#include "tr_lightmanager.h"
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#endif
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int r_firstSceneDrawSurf;
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int r_numdlights;
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int r_firstSceneDlight;
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int r_numentities;
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int r_firstSceneEntity;
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int r_numpolys;
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int r_firstScenePoly;
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int r_numpolyverts;
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int skyboxportal;
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int drawskyboxportal;
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/*
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====================
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R_ToggleSmpFrame
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====================
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*/
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void R_ToggleSmpFrame( void ) {
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backEndData->commands.used = 0;
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r_firstSceneDrawSurf = 0;
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r_numdlights = 0;
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r_firstSceneDlight = 0;
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#ifdef VV_LIGHTING
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VVLightMan.num_dlights = 0;
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#endif
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r_numentities = 0;
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r_firstSceneEntity = 0;
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r_numpolys = 0;
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r_firstScenePoly = 0;
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r_numpolyverts = 0;
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}
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/*
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====================
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RE_ClearScene
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====================
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*/
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void RE_ClearScene( void ) {
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r_firstSceneDlight = r_numdlights;
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r_firstSceneEntity = r_numentities;
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r_firstScenePoly = r_numpolys;
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tr.refdef.rdflags &= ~(RDF_doLAGoggles|RDF_doFullbright); //probably not needed since it gets copied over in RE_RenderScene
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}
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/*
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===========================================================================
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DISCRETE POLYS
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===========================================================================
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*/
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/*
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=====================
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R_AddPolygonSurfaces
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Adds all the scene's polys into this view's drawsurf list
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=====================
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*/
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void R_AddPolygonSurfaces( void ) {
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int i;
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shader_t *sh;
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srfPoly_t *poly;
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tr.currentEntityNum = TR_WORLDENT;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
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for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
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sh = R_GetShaderByHandle( poly->hShader );
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R_AddDrawSurf( ( surfaceType_t * )poly, sh, poly->fogIndex, qfalse );
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}
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}
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/*
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=====================
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RE_AddPolyToScene
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=====================
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*/
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void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) {
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srfPoly_t *poly;
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int i;
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int fogIndex = 0;
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fog_t *fog;
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vec3_t bounds[2];
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if ( !tr.registered ) {
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return;
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}
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if ( !hShader ) {
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#ifndef FINAL_BUILD
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VID_Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
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#endif
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return;
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}
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if ( r_numpolyverts + numVerts > MAX_POLYVERTS || r_numpolys >= MAX_POLYS ) {
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#if defined(_DEBUG)
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Com_Printf(S_COLOR_RED"Poly overflow! Tell Brian.\n");
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#endif
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return;
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}
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poly = &backEndData->polys[r_numpolys];
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poly->surfaceType = SF_POLY;
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poly->hShader = hShader;
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poly->numVerts = numVerts;
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poly->verts = &backEndData->polyVerts[r_numpolyverts];
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memcpy( poly->verts, verts, numVerts * sizeof( *verts ) );
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r_numpolys++;
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r_numpolyverts += numVerts;
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// see if it is in a fog volume
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if ( !tr.world || tr.world->numfogs == 1) {
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fogIndex = 0;
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} else {
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// find which fog volume the poly is in
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VectorCopy( poly->verts[0].xyz, bounds[0] );
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VectorCopy( poly->verts[0].xyz, bounds[1] );
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for ( i = 1 ; i < poly->numVerts ; i++ ) {
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AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
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}
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for ( int fI = 1 ; fI < tr.world->numfogs ; fI++ ) {
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fog = &tr.world->fogs[fI];
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if ( bounds[0][0] >= fog->bounds[0][0]
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&& bounds[0][1] >= fog->bounds[0][1]
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&& bounds[0][2] >= fog->bounds[0][2]
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&& bounds[1][0] <= fog->bounds[1][0]
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&& bounds[1][1] <= fog->bounds[1][1]
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&& bounds[1][2] <= fog->bounds[1][2] )
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{//completely in this one
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fogIndex = fI;
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break;
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}
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else if ( ( bounds[0][0] >= fog->bounds[0][0] && bounds[0][1] >= fog->bounds[0][1] && bounds[0][2] >= fog->bounds[0][2] &&
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bounds[0][0] <= fog->bounds[1][0] && bounds[0][1] <= fog->bounds[1][1] && bounds[0][2] <= fog->bounds[1][2]) ||
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( bounds[1][0] >= fog->bounds[0][0] && bounds[1][1] >= fog->bounds[0][1] && bounds[1][2] >= fog->bounds[0][2] &&
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bounds[1][0] <= fog->bounds[1][0] && bounds[1][1] <= fog->bounds[1][1] && bounds[1][2] <= fog->bounds[1][2] ) )
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{//partially in this one
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if ( tr.refdef.fogIndex == fI || R_FogParmsMatch( tr.refdef.fogIndex, fI ) )
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{//take new one only if it's the same one that the viewpoint is in
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fogIndex = fI;
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break;
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}
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else if ( !fogIndex )
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{//didn't find one yet, so use this one
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fogIndex = fI;
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}
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}
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}
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}
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poly->fogIndex = fogIndex;
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}
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//=================================================================================
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/*
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=====================
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RE_AddRefEntityToScene
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=====================
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*/
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void RE_AddRefEntityToScene( const refEntity_t *ent ) {
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if ( !tr.registered ) {
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return;
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}
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if ( r_numentities >= TR_WORLDENT ) {
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#ifndef FINAL_BUILD
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VID_Printf( PRINT_WARNING, "WARNING: RE_AddRefEntityToScene: too many entities\n");
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#endif
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return;
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}
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if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
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Com_Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
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}
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backEndData->entities[r_numentities].e = *ent;
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backEndData->entities[r_numentities].lightingCalculated = qfalse;
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r_numentities++;
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}
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/*
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=====================
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RE_AddLightToScene
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=====================
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*/
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void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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#ifndef VV_LIGHTING
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dlight_t *dl;
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if ( !tr.registered ) {
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return;
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}
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if ( r_numdlights >= MAX_DLIGHTS ) {
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return;
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}
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if ( intensity <= 0 ) {
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return;
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}
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dl = &backEndData->dlights[r_numdlights++];
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VectorCopy (org, dl->origin);
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dl->radius = intensity;
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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#endif // VV_LIGHTING
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}
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/*
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@@@@@@@@@@@@@@@@@@@@@
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RE_RenderScene
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Draw a 3D view into a part of the window, then return
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to 2D drawing.
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Rendering a scene may require multiple views to be rendered
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to handle mirrors,
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@@@@@@@@@@@@@@@@@@@@@
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*/
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extern int recursivePortalCount;
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void RE_RenderScene( const refdef_t *fd ) {
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viewParms_t parms;
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int startTime;
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static int lastTime = 0;
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if ( !tr.registered ) {
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return;
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}
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GLimp_LogComment( "====== RE_RenderScene =====\n" );
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if ( r_norefresh->integer ) {
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return;
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}
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startTime = Sys_Milliseconds();
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if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
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Com_Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
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}
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// memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
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tr.refdef.x = fd->x;
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tr.refdef.y = fd->y;
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tr.refdef.width = fd->width;
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tr.refdef.height = fd->height;
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tr.refdef.fov_x = fd->fov_x;
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tr.refdef.fov_y = fd->fov_y;
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VectorCopy( fd->vieworg, tr.refdef.vieworg );
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VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
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VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
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VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
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tr.refdef.time = fd->time;
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tr.refdef.frametime = fd->time - lastTime;
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tr.refdef.rdflags = fd->rdflags;
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if (fd->rdflags & RDF_SKYBOXPORTAL)
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{
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skyboxportal = 1;
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}
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else
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{
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// cdr - only change last time for the real render, not the portal
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lastTime = fd->time;
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}
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if (fd->rdflags & RDF_DRAWSKYBOX)
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{
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drawskyboxportal = 1;
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}
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else
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{
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drawskyboxportal = 0;
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}
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// copy the areamask data over and note if it has changed, which
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// will force a reset of the visible leafs even if the view hasn't moved
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tr.refdef.areamaskModified = qfalse;
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if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
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int areaDiff;
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int i;
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// compare the area bits
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areaDiff = 0;
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for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
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areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
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((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
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}
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if ( areaDiff ) {
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// a door just opened or something
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tr.refdef.areamaskModified = qtrue;
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}
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}
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// derived info
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tr.refdef.floatTime = tr.refdef.time * 0.001;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData->drawSurfs;
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tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
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tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
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#ifndef VV_LIGHTING
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tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
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tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
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#endif
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tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
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tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
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// turn off dynamic lighting globally by clearing all the
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// dlights if it needs to be disabled or if vertex lighting is enabled
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#ifndef VV_LIGHTING
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if ( r_dynamiclight->integer == 0 ||
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r_vertexLight->integer == 1 ) {
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tr.refdef.num_dlights = 0;
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}
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#endif
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// a single frame may have multiple scenes draw inside it --
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// a 3D game view, 3D status bar renderings, 3D menus, etc.
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// They need to be distinguished by the light flare code, because
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// the visibility state for a given surface may be different in
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// each scene / view.
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tr.frameSceneNum++;
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tr.sceneCount++;
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// setup view parms for the initial view
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//
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// set up viewport
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// The refdef takes 0-at-the-top y coordinates, so
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// convert to GL's 0-at-the-bottom space
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//
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memset( &parms, 0, sizeof( parms ) );
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parms.viewportX = tr.refdef.x;
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parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
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parms.viewportWidth = tr.refdef.width;
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parms.viewportHeight = tr.refdef.height;
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parms.isPortal = qfalse;
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parms.fovX = tr.refdef.fov_x;
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parms.fovY = tr.refdef.fov_y;
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VectorCopy( fd->vieworg, parms.ori.origin );
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VectorCopy( fd->viewaxis[0], parms.ori.axis[0] );
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VectorCopy( fd->viewaxis[1], parms.ori.axis[1] );
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VectorCopy( fd->viewaxis[2], parms.ori.axis[2] );
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VectorCopy( fd->vieworg, parms.pvsOrigin );
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recursivePortalCount = 0;
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R_RenderView( &parms );
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// the next scene rendered in this frame will tack on after this one
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r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
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r_firstSceneEntity = r_numentities;
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r_firstSceneDlight = r_numdlights;
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r_firstScenePoly = r_numpolys;
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tr.frontEndMsec += Sys_Milliseconds() - startTime;
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RE_RenderWorldEffects();
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}
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