jedi-academy/codemp/renderer/tr_main.cpp
2013-04-04 17:35:38 -05:00

1631 lines
44 KiB
C++

// tr_main.c -- main control flow for each frame
//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "tr_local.h"
#include "../ghoul2/G2_local.h"
// Yeah, this might be kind of bad, but no linux version is planned so far :-) - AReis
// Gee- thanks guys - jdrews, the linux porter...
#ifndef _XBOX
#ifndef __linux__
#include "../win32/glw_win.h"
#endif
#endif
trGlobals_t tr;
static float s_flipMatrix[16] = {
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
#if defined (_XBOX)
0, 0, 1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
#else
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1
#endif
};
void R_AddTerrainSurfaces(void);
#ifndef DEDICATED
// entities that will have procedurally generated surfaces will just
// point at this for their sorting surface
surfaceType_t entitySurface = SF_ENTITY;
/*
=================
R_CullLocalBox
Returns CULL_IN, CULL_CLIP, or CULL_OUT
=================
*/
int R_CullLocalBox (const vec3_t bounds[2]) {
int i, j;
vec3_t transformed[8];
float dists[8];
vec3_t v;
cplane_t *frust;
int anyBack;
int front, back;
if ( r_nocull->integer==1 ) {
return CULL_CLIP;
}
// transform into world space
for (i = 0 ; i < 8 ; i++) {
v[0] = bounds[i&1][0];
v[1] = bounds[(i>>1)&1][1];
v[2] = bounds[(i>>2)&1][2];
VectorCopy( tr.ori.origin, transformed[i] );
VectorMA( transformed[i], v[0], tr.ori.axis[0], transformed[i] );
VectorMA( transformed[i], v[1], tr.ori.axis[1], transformed[i] );
VectorMA( transformed[i], v[2], tr.ori.axis[2], transformed[i] );
}
// check against frustum planes
anyBack = 0;
for (i = 0 ; i < 4 ; i++) {
frust = &tr.viewParms.frustum[i];
front = back = 0;
for (j = 0 ; j < 8 ; j++) {
dists[j] = DotProduct(transformed[j], frust->normal);
if ( dists[j] > frust->dist ) {
front = 1;
if ( back ) {
break; // a point is in front
}
} else {
back = 1;
}
}
if ( !front ) {
// all points were behind one of the planes
return CULL_OUT;
}
anyBack |= back;
}
if ( !anyBack ) {
return CULL_IN; // completely inside frustum
}
return CULL_CLIP; // partially clipped
}
#endif // !DEDICATED
/*
** R_CullLocalPointAndRadius
*/
int R_CullLocalPointAndRadius( const vec3_t pt, float radius )
{
vec3_t transformed;
R_LocalPointToWorld( pt, transformed );
return R_CullPointAndRadius( transformed, radius );
}
/*
** R_CullPointAndRadius
*/
int R_CullPointAndRadius( const vec3_t pt, float radius )
{
int i;
float dist;
cplane_t *frust;
qboolean mightBeClipped = qfalse;
if ( r_nocull->integer==1 ) {
return CULL_CLIP;
}
// check against frustum planes
for (i = 0 ; i < 4 ; i++)
{
frust = &tr.viewParms.frustum[i];
dist = DotProduct( pt, frust->normal) - frust->dist;
if ( dist < -radius )
{
return CULL_OUT;
}
else if ( dist <= radius )
{
mightBeClipped = qtrue;
}
}
if ( mightBeClipped )
{
return CULL_CLIP;
}
return CULL_IN; // completely inside frustum
}
#ifndef DEDICATED
/*
=================
R_LocalNormalToWorld
=================
*/
void R_LocalNormalToWorld (const vec3_t local, vec3_t world) {
world[0] = local[0] * tr.ori.axis[0][0] + local[1] * tr.ori.axis[1][0] + local[2] * tr.ori.axis[2][0];
world[1] = local[0] * tr.ori.axis[0][1] + local[1] * tr.ori.axis[1][1] + local[2] * tr.ori.axis[2][1];
world[2] = local[0] * tr.ori.axis[0][2] + local[1] * tr.ori.axis[1][2] + local[2] * tr.ori.axis[2][2];
}
#endif // !DEDICATED
/*
=================
R_LocalPointToWorld
=================
*/
void R_LocalPointToWorld (const vec3_t local, vec3_t world) {
world[0] = local[0] * tr.ori.axis[0][0] + local[1] * tr.ori.axis[1][0] + local[2] * tr.ori.axis[2][0] + tr.ori.origin[0];
world[1] = local[0] * tr.ori.axis[0][1] + local[1] * tr.ori.axis[1][1] + local[2] * tr.ori.axis[2][1] + tr.ori.origin[1];
world[2] = local[0] * tr.ori.axis[0][2] + local[1] * tr.ori.axis[1][2] + local[2] * tr.ori.axis[2][2] + tr.ori.origin[2];
}
#ifndef DEDICATED
float preTransEntMatrix[16];
/*
=================
R_WorldNormalToEntity
=================
*/
void R_WorldNormalToEntity (const vec3_t worldvec, vec3_t entvec)
{
entvec[0] = -worldvec[0] * preTransEntMatrix[0] - worldvec[1] * preTransEntMatrix[4] + worldvec[2] * preTransEntMatrix[8];
entvec[1] = -worldvec[0] * preTransEntMatrix[1] - worldvec[1] * preTransEntMatrix[5] + worldvec[2] * preTransEntMatrix[9];
entvec[2] = -worldvec[0] * preTransEntMatrix[2] - worldvec[1] * preTransEntMatrix[6] + worldvec[2] * preTransEntMatrix[10];
}
/*
=================
R_WorldPointToEntity
=================
*/
/*void R_WorldPointToEntity (vec3_t worldvec, vec3_t entvec)
{
entvec[0] = worldvec[0] * preTransEntMatrix[0] + worldvec[1] * preTransEntMatrix[4] + worldvec[2] * preTransEntMatrix[8]+preTransEntMatrix[12];
entvec[1] = worldvec[0] * preTransEntMatrix[1] + worldvec[1] * preTransEntMatrix[5] + worldvec[2] * preTransEntMatrix[9]+preTransEntMatrix[13];
entvec[2] = worldvec[0] * preTransEntMatrix[2] + worldvec[1] * preTransEntMatrix[6] + worldvec[2] * preTransEntMatrix[10]+preTransEntMatrix[14];
}
*/
/*
=================
R_WorldToLocal
=================
*/
void R_WorldToLocal (vec3_t world, vec3_t local) {
local[0] = DotProduct(world, tr.ori.axis[0]);
local[1] = DotProduct(world, tr.ori.axis[1]);
local[2] = DotProduct(world, tr.ori.axis[2]);
}
/*
==========================
R_TransformModelToClip
==========================
*/
void R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
vec4_t eye, vec4_t dst ) {
int i;
for ( i = 0 ; i < 4 ; i++ ) {
eye[i] =
src[0] * modelMatrix[ i + 0 * 4 ] +
src[1] * modelMatrix[ i + 1 * 4 ] +
src[2] * modelMatrix[ i + 2 * 4 ] +
1 * modelMatrix[ i + 3 * 4 ];
}
for ( i = 0 ; i < 4 ; i++ ) {
dst[i] =
eye[0] * projectionMatrix[ i + 0 * 4 ] +
eye[1] * projectionMatrix[ i + 1 * 4 ] +
eye[2] * projectionMatrix[ i + 2 * 4 ] +
eye[3] * projectionMatrix[ i + 3 * 4 ];
}
}
/*
==========================
R_TransformClipToWindow
==========================
*/
void R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window ) {
normalized[0] = clip[0] / clip[3];
normalized[1] = clip[1] / clip[3];
normalized[2] = ( clip[2] + clip[3] ) / ( 2 * clip[3] );
window[0] = 0.5f * ( 1.0f + normalized[0] ) * view->viewportWidth;
window[1] = 0.5f * ( 1.0f + normalized[1] ) * view->viewportHeight;
window[2] = normalized[2];
window[0] = (int) ( window[0] + 0.5 );
window[1] = (int) ( window[1] + 0.5 );
}
/*
==========================
myGlMultMatrix
==========================
*/
void myGlMultMatrix( const float *a, const float *b, float *out ) {
int i, j;
for ( i = 0 ; i < 4 ; i++ ) {
for ( j = 0 ; j < 4 ; j++ ) {
out[ i * 4 + j ] =
a [ i * 4 + 0 ] * b [ 0 * 4 + j ]
+ a [ i * 4 + 1 ] * b [ 1 * 4 + j ]
+ a [ i * 4 + 2 ] * b [ 2 * 4 + j ]
+ a [ i * 4 + 3 ] * b [ 3 * 4 + j ];
}
}
}
/*
=================
R_RotateForEntity
Generates an orientation for an entity and viewParms
Does NOT produce any GL calls
Called by both the front end and the back end
=================
*/
void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
orientationr_t *ori ) {
// float glMatrix[16];
vec3_t delta;
float axisLength;
if ( ent->e.reType != RT_MODEL ) {
*ori = viewParms->world;
return;
}
VectorCopy( ent->e.origin, ori->origin );
VectorCopy( ent->e.axis[0], ori->axis[0] );
VectorCopy( ent->e.axis[1], ori->axis[1] );
VectorCopy( ent->e.axis[2], ori->axis[2] );
preTransEntMatrix[0] = ori->axis[0][0];
preTransEntMatrix[4] = ori->axis[1][0];
preTransEntMatrix[8] = ori->axis[2][0];
preTransEntMatrix[12] = ori->origin[0];
preTransEntMatrix[1] = ori->axis[0][1];
preTransEntMatrix[5] = ori->axis[1][1];
preTransEntMatrix[9] = ori->axis[2][1];
preTransEntMatrix[13] = ori->origin[1];
preTransEntMatrix[2] = ori->axis[0][2];
preTransEntMatrix[6] = ori->axis[1][2];
preTransEntMatrix[10] = ori->axis[2][2];
preTransEntMatrix[14] = ori->origin[2];
preTransEntMatrix[3] = 0;
preTransEntMatrix[7] = 0;
preTransEntMatrix[11] = 0;
preTransEntMatrix[15] = 1;
myGlMultMatrix( preTransEntMatrix, viewParms->world.modelMatrix, ori->modelMatrix );
// calculate the viewer origin in the model's space
// needed for fog, specular, and environment mapping
VectorSubtract( viewParms->ori.origin, ori->origin, delta );
// compensate for scale in the axes if necessary
if ( ent->e.nonNormalizedAxes ) {
axisLength = VectorLength( ent->e.axis[0] );
if ( !axisLength ) {
axisLength = 0;
} else {
axisLength = 1.0f / axisLength;
}
} else {
axisLength = 1.0f;
}
ori->viewOrigin[0] = DotProduct( delta, ori->axis[0] ) * axisLength;
ori->viewOrigin[1] = DotProduct( delta, ori->axis[1] ) * axisLength;
ori->viewOrigin[2] = DotProduct( delta, ori->axis[2] ) * axisLength;
}
/*
=================
R_RotateForViewer
Sets up the modelview matrix for a given viewParm
=================
*/
void R_RotateForViewer (void)
{
float viewerMatrix[16];
vec3_t origin;
Com_Memset (&tr.ori, 0, sizeof(tr.ori));
tr.ori.axis[0][0] = 1;
tr.ori.axis[1][1] = 1;
tr.ori.axis[2][2] = 1;
VectorCopy (tr.viewParms.ori.origin, tr.ori.viewOrigin);
// transform by the camera placement
VectorCopy( tr.viewParms.ori.origin, origin );
viewerMatrix[0] = tr.viewParms.ori.axis[0][0];
viewerMatrix[4] = tr.viewParms.ori.axis[0][1];
viewerMatrix[8] = tr.viewParms.ori.axis[0][2];
viewerMatrix[12] = -origin[0] * viewerMatrix[0] + -origin[1] * viewerMatrix[4] + -origin[2] * viewerMatrix[8];
viewerMatrix[1] = tr.viewParms.ori.axis[1][0];
viewerMatrix[5] = tr.viewParms.ori.axis[1][1];
viewerMatrix[9] = tr.viewParms.ori.axis[1][2];
viewerMatrix[13] = -origin[0] * viewerMatrix[1] + -origin[1] * viewerMatrix[5] + -origin[2] * viewerMatrix[9];
viewerMatrix[2] = tr.viewParms.ori.axis[2][0];
viewerMatrix[6] = tr.viewParms.ori.axis[2][1];
viewerMatrix[10] = tr.viewParms.ori.axis[2][2];
viewerMatrix[14] = -origin[0] * viewerMatrix[2] + -origin[1] * viewerMatrix[6] + -origin[2] * viewerMatrix[10];
viewerMatrix[3] = 0;
viewerMatrix[7] = 0;
viewerMatrix[11] = 0;
viewerMatrix[15] = 1;
// convert from our coordinate system (looking down X)
// to OpenGL's coordinate system (looking down -Z)
myGlMultMatrix( viewerMatrix, s_flipMatrix, tr.ori.modelMatrix );
tr.viewParms.world = tr.ori;
}
/*
** SetFarClip
*/
static void SetFarClip( void )
{
float farthestCornerDistance = 0;
int i;
// if not rendering the world (icons, menus, etc)
// set a 2k far clip plane
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
if (tr.refdef.rdflags & RDF_AUTOMAP)
{ //override the zfar then
tr.viewParms.zFar = 32768.0f;
}
else
{
tr.viewParms.zFar = 2048.0f;
}
return;
}
//
// set far clipping planes dynamically
//
for ( i = 0; i < 8; i++ )
{
vec3_t v;
float distance;
if ( i & 1 )
{
v[0] = tr.viewParms.visBounds[0][0];
}
else
{
v[0] = tr.viewParms.visBounds[1][0];
}
if ( i & 2 )
{
v[1] = tr.viewParms.visBounds[0][1];
}
else
{
v[1] = tr.viewParms.visBounds[1][1];
}
if ( i & 4 )
{
v[2] = tr.viewParms.visBounds[0][2];
}
else
{
v[2] = tr.viewParms.visBounds[1][2];
}
distance = DistanceSquared(tr.viewParms.ori.origin, v);
if ( distance > farthestCornerDistance )
{
farthestCornerDistance = distance;
}
}
// Bring in the zFar to the distanceCull distance
// The sky renders at zFar so need to move it out a little
// ...and make sure there is a minimum zfar to prevent problems
tr.viewParms.zFar = Com_Clamp(2048.0f, tr.distanceCull * (1.732), sqrtf( farthestCornerDistance ));
/*
if (r_shadows->integer == 2)
{ //volume caps need an "infinite" far clipping plane. So I'm using this semi-arbitrary massive number.
tr.viewParms.zFar = 524288.0f;
}
*/
}
/*
===============
R_SetupProjection
===============
*/
void R_SetupProjection( void ) {
float xmin, xmax, ymin, ymax;
float width, height, depth;
float zNear, zFar;
// dynamically compute far clip plane distance
SetFarClip();
//
// set up projection matrix
//
zNear = r_znear->value;
zFar = tr.viewParms.zFar;
ymax = zNear * tan( tr.refdef.fov_y * M_PI / 360.0f );
ymin = -ymax;
xmax = zNear * tan( tr.refdef.fov_x * M_PI / 360.0f );
xmin = -xmax;
width = xmax - xmin;
height = ymax - ymin;
depth = zFar - zNear;
#if defined (_XBOX)
tr.viewParms.projectionMatrix[0] = 2 * zNear / width;
tr.viewParms.projectionMatrix[4] = 0;
tr.viewParms.projectionMatrix[8] = ( xmax + xmin ) / width; // normally 0
tr.viewParms.projectionMatrix[12] = 0;
tr.viewParms.projectionMatrix[1] = 0;
tr.viewParms.projectionMatrix[5] = 2 * zNear / height;
tr.viewParms.projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
tr.viewParms.projectionMatrix[13] = 0;
tr.viewParms.projectionMatrix[2] = 0;
tr.viewParms.projectionMatrix[6] = 0;
tr.viewParms.projectionMatrix[10] = ( zFar + zNear ) / depth;
tr.viewParms.projectionMatrix[14] = -2 * zFar * zNear / depth;
tr.viewParms.projectionMatrix[3] = 0;
tr.viewParms.projectionMatrix[7] = 0;
tr.viewParms.projectionMatrix[11] = 1;
tr.viewParms.projectionMatrix[15] = 0;
#else
tr.viewParms.projectionMatrix[0] = 2 * zNear / width;
tr.viewParms.projectionMatrix[4] = 0;
tr.viewParms.projectionMatrix[8] = ( xmax + xmin ) / width; // normally 0
tr.viewParms.projectionMatrix[12] = 0;
tr.viewParms.projectionMatrix[1] = 0;
tr.viewParms.projectionMatrix[5] = 2 * zNear / height;
tr.viewParms.projectionMatrix[9] = ( ymax + ymin ) / height; // normally 0
tr.viewParms.projectionMatrix[13] = 0;
tr.viewParms.projectionMatrix[2] = 0;
tr.viewParms.projectionMatrix[6] = 0;
tr.viewParms.projectionMatrix[10] = -( zFar + zNear ) / depth;
tr.viewParms.projectionMatrix[14] = -2 * zFar * zNear / depth;
tr.viewParms.projectionMatrix[3] = 0;
tr.viewParms.projectionMatrix[7] = 0;
tr.viewParms.projectionMatrix[11] = -1;
tr.viewParms.projectionMatrix[15] = 0;
#endif
}
/*
=================
R_SetupFrustum
Setup that culling frustum planes for the current view
=================
*/
void R_SetupFrustum (void) {
int i;
float xs, xc;
float ang;
ang = tr.viewParms.fovX / 180 * M_PI * 0.5f;
xs = sin( ang );
xc = cos( ang );
VectorScale( tr.viewParms.ori.axis[0], xs, tr.viewParms.frustum[0].normal );
VectorMA( tr.viewParms.frustum[0].normal, xc, tr.viewParms.ori.axis[1], tr.viewParms.frustum[0].normal );
VectorScale( tr.viewParms.ori.axis[0], xs, tr.viewParms.frustum[1].normal );
VectorMA( tr.viewParms.frustum[1].normal, -xc, tr.viewParms.ori.axis[1], tr.viewParms.frustum[1].normal );
ang = tr.viewParms.fovY / 180 * M_PI * 0.5f;
xs = sin( ang );
xc = cos( ang );
VectorScale( tr.viewParms.ori.axis[0], xs, tr.viewParms.frustum[2].normal );
VectorMA( tr.viewParms.frustum[2].normal, xc, tr.viewParms.ori.axis[2], tr.viewParms.frustum[2].normal );
VectorScale( tr.viewParms.ori.axis[0], xs, tr.viewParms.frustum[3].normal );
VectorMA( tr.viewParms.frustum[3].normal, -xc, tr.viewParms.ori.axis[2], tr.viewParms.frustum[3].normal );
for (i=0 ; i<4 ; i++) {
tr.viewParms.frustum[i].type = PLANE_NON_AXIAL;
tr.viewParms.frustum[i].dist = DotProduct (tr.viewParms.ori.origin, tr.viewParms.frustum[i].normal);
SetPlaneSignbits( &tr.viewParms.frustum[i] );
}
}
/*
=================
R_MirrorPoint
=================
*/
void R_MirrorPoint (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
int i;
vec3_t local;
vec3_t transformed;
float d;
VectorSubtract( in, surface->origin, local );
VectorClear( transformed );
for ( i = 0 ; i < 3 ; i++ ) {
d = DotProduct(local, surface->axis[i]);
VectorMA( transformed, d, camera->axis[i], transformed );
}
VectorAdd( transformed, camera->origin, out );
}
void R_MirrorVector (vec3_t in, orientation_t *surface, orientation_t *camera, vec3_t out) {
int i;
float d;
VectorClear( out );
for ( i = 0 ; i < 3 ; i++ ) {
d = DotProduct(in, surface->axis[i]);
VectorMA( out, d, camera->axis[i], out );
}
}
/*
=============
R_PlaneForSurface
=============
*/
void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) {
srfTriangles_t *tri;
srfPoly_t *poly;
drawVert_t *v1, *v2, *v3;
vec4_t plane4;
if (!surfType) {
Com_Memset (plane, 0, sizeof(*plane));
plane->normal[0] = 1;
return;
}
switch (*surfType) {
case SF_FACE:
*plane = ((srfSurfaceFace_t *)surfType)->plane;
return;
case SF_TRIANGLES:
tri = (srfTriangles_t *)surfType;
v1 = tri->verts + tri->indexes[0];
v2 = tri->verts + tri->indexes[1];
v3 = tri->verts + tri->indexes[2];
PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
VectorCopy( plane4, plane->normal );
plane->dist = plane4[3];
return;
case SF_POLY:
poly = (srfPoly_t *)surfType;
PlaneFromPoints( plane4, poly->verts[0].xyz, poly->verts[1].xyz, poly->verts[2].xyz );
VectorCopy( plane4, plane->normal );
plane->dist = plane4[3];
return;
default:
Com_Memset (plane, 0, sizeof(*plane));
plane->normal[0] = 1;
return;
}
}
/*
=================
R_GetPortalOrientation
entityNum is the entity that the portal surface is a part of, which may
be moving and rotating.
Returns qtrue if it should be mirrored
=================
*/
qboolean R_GetPortalOrientations( drawSurf_t *drawSurf, int entityNum,
orientation_t *surface, orientation_t *camera,
vec3_t pvsOrigin, qboolean *mirror ) {
int i;
cplane_t originalPlane, plane;
trRefEntity_t *e;
float d;
vec3_t transformed;
// create plane axis for the portal we are seeing
R_PlaneForSurface( drawSurf->surface, &originalPlane );
// rotate the plane if necessary
if ( entityNum != TR_WORLDENT ) {
tr.currentEntityNum = entityNum;
tr.currentEntity = &tr.refdef.entities[entityNum];
// get the orientation of the entity
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.ori );
// rotate the plane, but keep the non-rotated version for matching
// against the portalSurface entities
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.ori.origin );
// translate the original plane
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.ori.origin );
} else {
plane = originalPlane;
}
VectorCopy( plane.normal, surface->axis[0] );
PerpendicularVector( surface->axis[1], surface->axis[0] );
CrossProduct( surface->axis[0], surface->axis[1], surface->axis[2] );
// locate the portal entity closest to this plane.
// origin will be the origin of the portal, origin2 will be
// the origin of the camera
for ( i = 0 ; i < tr.refdef.num_entities ; i++ ) {
e = &tr.refdef.entities[i];
if ( e->e.reType != RT_PORTALSURFACE ) {
continue;
}
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
if ( d > 64 || d < -64) {
continue;
}
// get the pvsOrigin from the entity
VectorCopy( e->e.oldorigin, pvsOrigin );
// if the entity is just a mirror, don't use as a camera point
if ( e->e.oldorigin[0] == e->e.origin[0] &&
e->e.oldorigin[1] == e->e.origin[1] &&
e->e.oldorigin[2] == e->e.origin[2] ) {
VectorScale( plane.normal, plane.dist, surface->origin );
VectorCopy( surface->origin, camera->origin );
VectorSubtract( vec3_origin, surface->axis[0], camera->axis[0] );
VectorCopy( surface->axis[1], camera->axis[1] );
VectorCopy( surface->axis[2], camera->axis[2] );
*mirror = qtrue;
return qtrue;
}
// project the origin onto the surface plane to get
// an origin point we can rotate around
d = DotProduct( e->e.origin, plane.normal ) - plane.dist;
VectorMA( e->e.origin, -d, surface->axis[0], surface->origin );
// now get the camera origin and orientation
VectorCopy( e->e.oldorigin, camera->origin );
AxisCopy( e->e.axis, camera->axis );
VectorSubtract( vec3_origin, camera->axis[0], camera->axis[0] );
VectorSubtract( vec3_origin, camera->axis[1], camera->axis[1] );
// optionally rotate
if ( e->e.oldframe ) {
// if a speed is specified
if ( e->e.frame ) {
// continuous rotate
d = (tr.refdef.time/1000.0f) * e->e.frame;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
} else {
// bobbing rotate, with skinNum being the rotation offset
d = sin( tr.refdef.time * 0.003f );
d = e->e.skinNum + d * 4;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
}
}
else if ( e->e.skinNum ) {
d = e->e.skinNum;
VectorCopy( camera->axis[1], transformed );
RotatePointAroundVector( camera->axis[1], camera->axis[0], transformed, d );
CrossProduct( camera->axis[0], camera->axis[1], camera->axis[2] );
}
*mirror = qfalse;
return qtrue;
}
// if we didn't locate a portal entity, don't render anything.
// We don't want to just treat it as a mirror, because without a
// portal entity the server won't have communicated a proper entity set
// in the snapshot
// unfortunately, with local movement prediction it is easily possible
// to see a surface before the server has communicated the matching
// portal surface entity, so we don't want to print anything here...
//Com_Printf ("Portal surface without a portal entity\n" );
return qfalse;
}
static qboolean IsMirror( const drawSurf_t *drawSurf, int entityNum )
{
int i;
cplane_t originalPlane, plane;
trRefEntity_t *e;
float d;
// create plane axis for the portal we are seeing
R_PlaneForSurface( drawSurf->surface, &originalPlane );
// rotate the plane if necessary
if ( entityNum != TR_WORLDENT )
{
tr.currentEntityNum = entityNum;
tr.currentEntity = &tr.refdef.entities[entityNum];
// get the orientation of the entity
R_RotateForEntity( tr.currentEntity, &tr.viewParms, &tr.ori );
// rotate the plane, but keep the non-rotated version for matching
// against the portalSurface entities
R_LocalNormalToWorld( originalPlane.normal, plane.normal );
plane.dist = originalPlane.dist + DotProduct( plane.normal, tr.ori.origin );
// translate the original plane
originalPlane.dist = originalPlane.dist + DotProduct( originalPlane.normal, tr.ori.origin );
}
else
{
plane = originalPlane;
}
// locate the portal entity closest to this plane.
// origin will be the origin of the portal, origin2 will be
// the origin of the camera
for ( i = 0 ; i < tr.refdef.num_entities ; i++ )
{
e = &tr.refdef.entities[i];
if ( e->e.reType != RT_PORTALSURFACE ) {
continue;
}
d = DotProduct( e->e.origin, originalPlane.normal ) - originalPlane.dist;
if ( d > 64 || d < -64) {
continue;
}
// if the entity is just a mirror, don't use as a camera point
if ( e->e.oldorigin[0] == e->e.origin[0] &&
e->e.oldorigin[1] == e->e.origin[1] &&
e->e.oldorigin[2] == e->e.origin[2] )
{
return qtrue;
}
return qfalse;
}
return qfalse;
}
#ifndef DEDICATED
/*
** SurfIsOffscreen
**
** Determines if a surface is completely offscreen.
*/
static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128] ) {
float shortest = 100000000;
int entityNum;
int numTriangles;
shader_t *shader;
int fogNum;
int dlighted;
vec4_t clip, eye;
int i;
unsigned int pointOr = 0;
unsigned int pointAnd = (unsigned int)~0;
R_RotateForViewer();
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
RB_BeginSurface( shader, fogNum );
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
assert( tess.numVertexes < 128 );
for ( i = 0; i < tess.numVertexes; i++ )
{
int j;
unsigned int pointFlags = 0;
R_TransformModelToClip( tess.xyz[i], tr.ori.modelMatrix, tr.viewParms.projectionMatrix, eye, clip );
for ( j = 0; j < 3; j++ )
{
if ( clip[j] >= clip[3] )
{
pointFlags |= (1 << (j*2));
}
else if ( clip[j] <= -clip[3] )
{
pointFlags |= ( 1 << (j*2+1));
}
}
pointAnd &= pointFlags;
pointOr |= pointFlags;
}
// trivially reject
if ( pointAnd )
{
return qtrue;
}
// determine if this surface is backfaced and also determine the distance
// to the nearest vertex so we can cull based on portal range. Culling
// based on vertex distance isn't 100% correct (we should be checking for
// range to the surface), but it's good enough for the types of portals
// we have in the game right now.
numTriangles = tess.numIndexes / 3;
for ( i = 0; i < tess.numIndexes; i += 3 )
{
vec3_t normal;
float dot;
float len;
VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.ori.origin, normal );
len = VectorLengthSquared( normal ); // lose the sqrt
if ( len < shortest )
{
shortest = len;
}
if ( ( dot = DotProduct( normal, tess.normal[tess.indexes[i]] ) ) >= 0 )
{
numTriangles--;
}
}
if ( !numTriangles )
{
return qtrue;
}
// mirrors can early out at this point, since we don't do a fade over distance
// with them (although we could)
if ( IsMirror( drawSurf, entityNum ) )
{
return qfalse;
}
if ( shortest > (tess.shader->portalRange*tess.shader->portalRange) )
{
return qtrue;
}
return qfalse;
}
#endif // DEDICATED
/*
========================
R_MirrorViewBySurface
Returns qtrue if another view has been rendered
========================
*/
qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
vec4_t clipDest[128];
viewParms_t newParms;
viewParms_t oldParms;
orientation_t surface, camera;
// don't recursively mirror
if (tr.viewParms.isPortal) {
Com_DPrintf (S_COLOR_RED "WARNING: recursive mirror/portal found\n" );
return qfalse;
}
if ( r_noportals->integer || (r_fastsky->integer == 1) ) {
return qfalse;
}
// trivially reject portal/mirror
if ( SurfIsOffscreen( drawSurf, clipDest ) ) {
return qfalse;
}
// save old viewParms so we can return to it after the mirror view
oldParms = tr.viewParms;
newParms = tr.viewParms;
newParms.isPortal = qtrue;
if ( !R_GetPortalOrientations( drawSurf, entityNum, &surface, &camera,
newParms.pvsOrigin, &newParms.isMirror ) ) {
return qfalse; // bad portal, no portalentity
}
R_MirrorPoint (oldParms.ori.origin, &surface, &camera, newParms.ori.origin );
VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
newParms.portalPlane.dist = DotProduct( camera.origin, newParms.portalPlane.normal );
R_MirrorVector (oldParms.ori.axis[0], &surface, &camera, newParms.ori.axis[0]);
R_MirrorVector (oldParms.ori.axis[1], &surface, &camera, newParms.ori.axis[1]);
R_MirrorVector (oldParms.ori.axis[2], &surface, &camera, newParms.ori.axis[2]);
// OPTIMIZE: restrict the viewport on the mirrored view
// render the mirror view
R_RenderView (&newParms);
tr.viewParms = oldParms;
return qtrue;
}
/*
=================
R_SpriteFogNum
See if a sprite is inside a fog volume
=================
*/
int R_SpriteFogNum( trRefEntity_t *ent ) {
int i, j;
fog_t *fog;
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
return 0;
}
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
fog = &tr.world->fogs[i];
for ( j = 0 ; j < 3 ; j++ ) {
if ( ent->e.origin[j] - ent->e.radius >= fog->bounds[1][j] ) {
break;
}
if ( ent->e.origin[j] + ent->e.radius <= fog->bounds[0][j] ) {
break;
}
}
if ( j == 3 ) {
return i;
}
}
return 0;
}
/*
==========================================================================================
DRAWSURF SORTING
==========================================================================================
*/
/*
=================
qsort replacement
=================
*/
#define SWAP_DRAW_SURF(a,b) temp=((int *)a)[0];((int *)a)[0]=((int *)b)[0];((int *)b)[0]=temp; temp=((int *)a)[1];((int *)a)[1]=((int *)b)[1];((int *)b)[1]=temp;
/* this parameter defines the cutoff between using quick sort and
insertion sort for arrays; arrays with lengths shorter or equal to the
below value use insertion sort */
#define CUTOFF 8 /* testing shows that this is good value */
static void shortsort( drawSurf_t *lo, drawSurf_t *hi ) {
drawSurf_t *p, *max;
int temp;
while (hi > lo) {
max = lo;
for (p = lo + 1; p <= hi; p++ ) {
if ( p->sort > max->sort ) {
max = p;
}
}
SWAP_DRAW_SURF(max, hi);
hi--;
}
}
/* sort the array between lo and hi (inclusive)
FIXME: this was lifted and modified from the microsoft lib source...
*/
void qsortFast (
void *base,
unsigned num,
unsigned width
)
{
char *lo, *hi; /* ends of sub-array currently sorting */
char *mid; /* points to middle of subarray */
char *loguy, *higuy; /* traveling pointers for partition step */
unsigned size; /* size of the sub-array */
char *lostk[30], *histk[30];
int stkptr; /* stack for saving sub-array to be processed */
int temp;
if ( sizeof(drawSurf_t) != 8 ) {
Com_Error( ERR_DROP, "change SWAP_DRAW_SURF macro" );
}
/* Note: the number of stack entries required is no more than
1 + log2(size), so 30 is sufficient for any array */
if (num < 2 || width == 0)
return; /* nothing to do */
stkptr = 0; /* initialize stack */
lo = (char *)base;
hi = (char *)base + width * (num-1); /* initialize limits */
/* this entry point is for pseudo-recursion calling: setting
lo and hi and jumping to here is like recursion, but stkptr is
prserved, locals aren't, so we preserve stuff on the stack */
recurse:
size = (hi - lo) / width + 1; /* number of el's to sort */
/* below a certain size, it is faster to use a O(n^2) sorting method */
if (size <= CUTOFF) {
shortsort((drawSurf_t *)lo, (drawSurf_t *)hi);
}
else {
/* First we pick a partititioning element. The efficiency of the
algorithm demands that we find one that is approximately the
median of the values, but also that we select one fast. Using
the first one produces bad performace if the array is already
sorted, so we use the middle one, which would require a very
wierdly arranged array for worst case performance. Testing shows
that a median-of-three algorithm does not, in general, increase
performance. */
mid = lo + (size / 2) * width; /* find middle element */
SWAP_DRAW_SURF(mid, lo); /* swap it to beginning of array */
/* We now wish to partition the array into three pieces, one
consisiting of elements <= partition element, one of elements
equal to the parition element, and one of element >= to it. This
is done below; comments indicate conditions established at every
step. */
loguy = lo;
higuy = hi + width;
/* Note that higuy decreases and loguy increases on every iteration,
so loop must terminate. */
for (;;) {
/* lo <= loguy < hi, lo < higuy <= hi + 1,
A[i] <= A[lo] for lo <= i <= loguy,
A[i] >= A[lo] for higuy <= i <= hi */
do {
loguy += width;
} while (loguy <= hi &&
( ((drawSurf_t *)loguy)->sort <= ((drawSurf_t *)lo)->sort ) );
/* lo < loguy <= hi+1, A[i] <= A[lo] for lo <= i < loguy,
either loguy > hi or A[loguy] > A[lo] */
do {
higuy -= width;
} while (higuy > lo &&
( ((drawSurf_t *)higuy)->sort >= ((drawSurf_t *)lo)->sort ) );
/* lo-1 <= higuy <= hi, A[i] >= A[lo] for higuy < i <= hi,
either higuy <= lo or A[higuy] < A[lo] */
if (higuy < loguy)
break;
/* if loguy > hi or higuy <= lo, then we would have exited, so
A[loguy] > A[lo], A[higuy] < A[lo],
loguy < hi, highy > lo */
SWAP_DRAW_SURF(loguy, higuy);
/* A[loguy] < A[lo], A[higuy] > A[lo]; so condition at top
of loop is re-established */
}
/* A[i] >= A[lo] for higuy < i <= hi,
A[i] <= A[lo] for lo <= i < loguy,
higuy < loguy, lo <= higuy <= hi
implying:
A[i] >= A[lo] for loguy <= i <= hi,
A[i] <= A[lo] for lo <= i <= higuy,
A[i] = A[lo] for higuy < i < loguy */
SWAP_DRAW_SURF(lo, higuy); /* put partition element in place */
/* OK, now we have the following:
A[i] >= A[higuy] for loguy <= i <= hi,
A[i] <= A[higuy] for lo <= i < higuy
A[i] = A[lo] for higuy <= i < loguy */
/* We've finished the partition, now we want to sort the subarrays
[lo, higuy-1] and [loguy, hi].
We do the smaller one first to minimize stack usage.
We only sort arrays of length 2 or more.*/
if ( higuy - 1 - lo >= hi - loguy ) {
if (lo + width < higuy) {
lostk[stkptr] = lo;
histk[stkptr] = higuy - width;
++stkptr;
} /* save big recursion for later */
if (loguy < hi) {
lo = loguy;
goto recurse; /* do small recursion */
}
}
else {
if (loguy < hi) {
lostk[stkptr] = loguy;
histk[stkptr] = hi;
++stkptr; /* save big recursion for later */
}
if (lo + width < higuy) {
hi = higuy - width;
goto recurse; /* do small recursion */
}
}
}
/* We have sorted the array, except for any pending sorts on the stack.
Check if there are any, and do them. */
--stkptr;
if (stkptr >= 0) {
lo = lostk[stkptr];
hi = histk[stkptr];
goto recurse; /* pop subarray from stack */
}
else
return; /* all subarrays done */
}
//==========================================================================================
/*
=================
R_AddDrawSurf
=================
*/
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
int fogIndex, int dlightMap ) {
int index;
if (tr.refdef.rdflags & RDF_NOFOG)
{
fogIndex = 0;
}
else
{
fogIndex = fogIndex;
}
// instead of checking for overflow, we just mask the index
// so it wraps around
index = tr.refdef.numDrawSurfs & DRAWSURF_MASK;
// the sort data is packed into a single 32 bit value so it can be
// compared quickly during the qsorting process
tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT ) | (int)dlightMap;
tr.refdef.drawSurfs[index].surface = surface;
tr.refdef.numDrawSurfs++;
}
/*
=================
R_DecomposeSort
=================
*/
void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
int *fogNum, int *dlightMap ) {
*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
*entityNum = ( sort >> QSORT_ENTITYNUM_SHIFT ) & (MAX_ENTITIES-1);
*dlightMap = sort & 3;
}
/*
=================
R_SortDrawSurfs
=================
*/
void R_SortDrawSurfs( drawSurf_t *drawSurfs, int numDrawSurfs ) {
shader_t *shader;
int fogNum;
int entityNum;
int dlighted;
int i;
// it is possible for some views to not have any surfaces
if ( numDrawSurfs < 1 ) {
// we still need to add it for hyperspace cases
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
return;
}
// if we overflowed MAX_DRAWSURFS, the drawsurfs
// wrapped around in the buffer and we will be missing
// the first surfaces, not the last ones
if ( numDrawSurfs > MAX_DRAWSURFS ) {
numDrawSurfs = MAX_DRAWSURFS;
#if defined(_DEBUG) && defined(_XBOX)
Com_Printf(S_COLOR_RED"Draw surface overflow! Tell Brian.\n");
#endif
}
#ifndef _XBOX
// sort the drawsurfs by sort type, then orientation, then shader
qsortFast (drawSurfs, numDrawSurfs, sizeof(drawSurf_t) );
#endif
// check for any pass through drawing, which
// may cause another view to be rendered first
for ( i = 0 ; i < numDrawSurfs ; i++ ) {
R_DecomposeSort( (drawSurfs+i)->sort, &entityNum, &shader, &fogNum, &dlighted );
if ( shader->sort > SS_PORTAL ) {
break;
}
// no shader should ever have this sort type
if ( shader->sort == SS_BAD ) {
Com_Error (ERR_DROP, "Shader '%s'with sort == SS_BAD", shader->name );
}
// if the mirror was completely clipped away, we may need to check another surface
if ( R_MirrorViewBySurface( (drawSurfs+i), entityNum) ) {
// this is a debug option to see exactly what is being mirrored
if ( r_portalOnly->integer ) {
return;
}
break; // only one mirror view at a time
}
}
#ifdef _XBOX
qsortFast (drawSurfs, numDrawSurfs, sizeof(drawSurf_t) );
#endif
R_AddDrawSurfCmd( drawSurfs, numDrawSurfs );
}
/*
=============
R_AddEntitySurfaces
=============
*/
void R_AddEntitySurfaces (void) {
trRefEntity_t *ent;
shader_t *shader;
if ( !r_drawentities->integer ) {
return;
}
for ( tr.currentEntityNum = 0;
tr.currentEntityNum < tr.refdef.num_entities;
tr.currentEntityNum++ ) {
ent = tr.currentEntity = &tr.refdef.entities[tr.currentEntityNum];
assert(ent->e.renderfx >= 0);
ent->needDlights = qfalse;
// preshift the value we are going to OR into the drawsurf sort
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
//
// the weapon model must be handled special --
// we don't want the hacked weapon position showing in
// mirrors, because the true body position will already be drawn
//
if ( (ent->e.renderfx & RF_FIRST_PERSON) && tr.viewParms.isPortal) {
continue;
}
// simple generated models, like sprites and beams, are not culled
switch ( ent->e.reType ) {
case RT_PORTALSURFACE:
break; // don't draw anything
case RT_SPRITE:
case RT_BEAM:
case RT_ORIENTED_QUAD:
case RT_ELECTRICITY:
case RT_LINE:
case RT_ORIENTEDLINE:
case RT_CYLINDER:
case RT_SABER_GLOW:
// self blood sprites, talk balloons, etc should not be drawn in the primary
// view. We can't just do this check for all entities, because md3
// entities may still want to cast shadows from them
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
continue;
}
shader = R_GetShaderByHandle( ent->e.customShader );
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0 );
break;
case RT_MODEL:
// we must set up parts of tr.ori for model culling
R_RotateForEntity( ent, &tr.viewParms, &tr.ori );
tr.currentModel = R_GetModelByHandle( ent->e.hModel );
if (!tr.currentModel) {
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0 );
} else {
switch ( tr.currentModel->type ) {
case MOD_MESH:
R_AddMD3Surfaces( ent );
break;
case MOD_BRUSH:
R_AddBrushModelSurfaces( ent );
break;
/*
Ghoul2 Insert Start
*/
case MOD_MDXM:
//g2r
if (ent->e.ghoul2)
{
R_AddGhoulSurfaces( ent);
}
break;
case MOD_BAD: // null model axis
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal)
{
if (!(ent->e.renderfx & RF_SHADOW_ONLY))
{
break;
}
}
if (ent->e.ghoul2 && G2API_HaveWeGhoul2Models(*((CGhoul2Info_v *)ent->e.ghoul2)))
{
R_AddGhoulSurfaces( ent);
break;
}
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, false );
break;
/*
Ghoul2 Insert End
*/
default:
Com_Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
break;
}
}
break;
case RT_ENT_CHAIN:
shader = R_GetShaderByHandle( ent->e.customShader );
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), false );
break;
default:
Com_Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" );
}
}
}
/*
====================
R_GenerateDrawSurfs
====================
*/
#ifdef _XBOX
extern void R_MarkLeaves(mleaf_s*);
void R_GenerateDrawSurfs( bool isPortal ) {
// determine which leaves are in the PVS / areamask
if ( !(tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
R_MarkLeaves (NULL);
}
R_AddWorldSurfaces ();
R_AddPolygonSurfaces();
R_AddTerrainSurfaces();
// set the projection matrix with the minimum zfar
// now that we have the world bounded
// this needs to be done before entities are
// added, because they use the projection
// matrix for lod calculation
R_SetupProjection ();
R_AddEntitySurfaces ();
}
#else
void R_GenerateDrawSurfs( void ) {
R_AddWorldSurfaces ();
R_AddPolygonSurfaces();
R_AddTerrainSurfaces(); //rwwRMG - added
// set the projection matrix with the minimum zfar
// now that we have the world bounded
// this needs to be done before entities are
// added, because they use the projection
// matrix for lod calculation
R_SetupProjection ();
R_AddEntitySurfaces ();
}
#endif
/*
================
R_DebugPolygon
================
*/
void R_DebugPolygon( int color, int numPoints, float *points ) {
int i;
GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
// draw solid shade
qglColor3f( color&1, (color>>1)&1, (color>>2)&1 );
qglBegin( GL_POLYGON );
for ( i = 0 ; i < numPoints ; i++ ) {
qglVertex3fv( points + i * 3 );
}
qglEnd();
// draw wireframe outline
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
qglDepthRange( 0, 0 );
qglColor3f( 1, 1, 1 );
qglBegin( GL_POLYGON );
for ( i = 0 ; i < numPoints ; i++ ) {
qglVertex3fv( points + i * 3 );
}
qglEnd();
qglDepthRange( 0, 1 );
}
/*
====================
R_DebugGraphics
Visualization aid for movement clipping debugging
====================
*/
void R_DebugGraphics( void ) {
if ( !r_debugSurface->integer ) {
return;
}
// the render thread can't make callbacks to the main thread
R_SyncRenderThread();
GL_Bind( tr.whiteImage);
GL_Cull( CT_FRONT_SIDED );
CM_DrawDebugSurface( R_DebugPolygon );
}
/*
================
R_RenderView
A view may be either the actual camera view,
or a mirror / remote location
================
*/
void R_RenderView (viewParms_t *parms) {
int firstDrawSurf;
if ( parms->viewportWidth <= 0 || parms->viewportHeight <= 0 ) {
return;
}
tr.viewCount++;
tr.viewParms = *parms;
tr.viewParms.frameSceneNum = tr.frameSceneNum;
tr.viewParms.frameCount = tr.frameCount;
firstDrawSurf = tr.refdef.numDrawSurfs;
tr.viewCount++;
// set viewParms.world
R_RotateForViewer ();
R_SetupFrustum ();
#ifdef _XBOX
R_GenerateDrawSurfs(parms->isPortal);
#else
R_GenerateDrawSurfs();
#endif
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
// draw main system development information (surface outlines, etc)
R_DebugGraphics();
}
#endif // !DEDICATED