mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-14 17:01:02 +00:00
511 lines
12 KiB
C++
511 lines
12 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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/*
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=====================
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R_PerformanceCounters
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=====================
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*/
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void R_PerformanceCounters( void ) {
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#ifndef _XBOX
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if ( !r_speeds->integer ) {
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// clear the counters even if we aren't printing
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memset( &tr.pc, 0, sizeof( tr.pc ) );
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memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
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return;
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}
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if (r_speeds->integer == 1) {
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const float texSize = R_SumOfUsedImages( qfalse )/(8*1048576.0f)*(r_texturebits->integer?r_texturebits->integer:glConfig.colorBits);
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VID_Printf (PRINT_ALL, "%i/%i shdrs/srfs %i leafs %i vrts %i/%i tris %.2fMB tex %.2f dc\n",
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backEnd.pc.c_shaders, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes,
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backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3,
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texSize, backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) );
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} else if (r_speeds->integer == 2) {
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VID_Printf (PRINT_ALL, "(patch) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
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tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out,
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tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out );
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VID_Printf (PRINT_ALL, "(md3) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
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tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out,
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tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out );
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} else if (r_speeds->integer == 3) {
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VID_Printf (PRINT_ALL, "viewcluster: %i\n", tr.viewCluster );
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} else if (r_speeds->integer == 4) {
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if ( backEnd.pc.c_dlightVertexes ) {
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VID_Printf (PRINT_ALL, "dlight srf:%i culled:%i verts:%i tris:%i\n",
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tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled,
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backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 );
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}
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}
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else if (r_speeds->integer == 5 )
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{
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VID_Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
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}
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else if (r_speeds->integer == 6 )
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{
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VID_Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n",
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backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
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}
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else if (r_speeds->integer == 7) {
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const float texSize = R_SumOfUsedImages(qtrue) / (1048576.0f);
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const float backBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.colorBits / (8.0f * 1024*1024);
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const float depthBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.depthBits / (8.0f * 1024*1024);
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const float stencilBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.stencilBits / (8.0f * 1024*1024);
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VID_Printf (PRINT_ALL, "Tex MB %.2f + buffers %.2f MB = Total %.2fMB\n",
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texSize, backBuff*2+depthBuff+stencilBuff, texSize+backBuff*2+depthBuff+stencilBuff);
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}
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#endif
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memset( &tr.pc, 0, sizeof( tr.pc ) );
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memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
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}
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/*
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====================
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R_InitCommandBuffers
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====================
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*/
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void R_InitCommandBuffers( void ) {
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}
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/*
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====================
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R_ShutdownCommandBuffers
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====================
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*/
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void R_ShutdownCommandBuffers( void ) {
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}
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/*
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====================
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R_IssueRenderCommands
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====================
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*/
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int c_blockedOnRender;
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int c_blockedOnMain;
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void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
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renderCommandList_t *cmdList;
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cmdList = &backEndData->commands;
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// add an end-of-list command
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*(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
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// clear it out, in case this is a sync and not a buffer flip
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cmdList->used = 0;
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// at this point, the back end thread is idle, so it is ok
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// to look at it's performance counters
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if ( runPerformanceCounters ) {
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R_PerformanceCounters();
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}
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// actually start the commands going
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if ( !r_skipBackEnd->integer ) {
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// let it start on the new batch
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RB_ExecuteRenderCommands( cmdList->cmds );
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}
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}
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/*
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====================
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R_SyncRenderThread
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Issue any pending commands and wait for them to complete.
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After exiting, the render thread will have completed its work
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and will remain idle and the main thread is free to issue
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OpenGL calls until R_IssueRenderCommands is called.
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====================
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*/
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void R_SyncRenderThread( void ) {
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#ifndef _XBOX
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if ( !tr.registered ) {
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return;
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}
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R_IssueRenderCommands( qfalse );
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#endif
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}
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/*
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============
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R_GetCommandBuffer
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make sure there is enough command space, waiting on the
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render thread if needed.
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============
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*/
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void *R_GetCommandBuffer( int bytes ) {
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renderCommandList_t *cmdList;
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cmdList = &backEndData->commands;
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// always leave room for the end of list command
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if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) {
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#if defined(_DEBUG) && defined(_XBOX)
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Com_Printf(S_COLOR_RED"Command buffer overflow! Tell Brian.\n");
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#endif
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if ( bytes > MAX_RENDER_COMMANDS - 4 ) {
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Com_Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
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}
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// if we run out of room, just start dropping commands
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return NULL;
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}
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cmdList->used += bytes;
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return cmdList->cmds + cmdList->used - bytes;
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}
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/*
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=============
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R_AddDrawSurfCmd
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=============
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*/
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void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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drawSurfsCommand_t *cmd;
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cmd = (drawSurfsCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_DRAW_SURFS;
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cmd->drawSurfs = drawSurfs;
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cmd->numDrawSurfs = numDrawSurfs;
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cmd->refdef = tr.refdef;
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cmd->viewParms = tr.viewParms;
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}
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/*
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=============
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RE_SetColor
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Passing NULL will set the color to white
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=============
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*/
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void RE_SetColor( const float *rgba ) {
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setColorCommand_t *cmd;
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cmd = (setColorCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_SET_COLOR;
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if ( rgba ) {
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cmd->color[0] = rgba[0];
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cmd->color[1] = rgba[1];
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cmd->color[2] = rgba[2];
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cmd->color[3] = rgba[3];
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return;
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}
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cmd->color[0] = 1;
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cmd->color[1] = 1;
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cmd->color[2] = 1;
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cmd->color[3] = 1;
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}
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/*
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=============
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RE_StretchPic
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=============
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*/
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void RE_StretchPic ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader ) {
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stretchPicCommand_t *cmd;
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cmd = (stretchPicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_STRETCH_PIC;
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cmd->shader = R_GetShaderByHandle( hShader );
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cmd->x = x;
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cmd->y = y;
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cmd->w = w;
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cmd->h = h;
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cmd->s1 = s1;
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cmd->t1 = t1;
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cmd->s2 = s2;
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cmd->t2 = t2;
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}
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/*
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=============
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RE_RotatePic
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=============
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*/
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void RE_RotatePic ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) {
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rotatePicCommand_t *cmd;
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cmd = (rotatePicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_ROTATE_PIC;
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cmd->shader = R_GetShaderByHandle( hShader );
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cmd->x = x;
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cmd->y = y;
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cmd->w = w;
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cmd->h = h;
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cmd->s1 = s1;
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cmd->t1 = t1;
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cmd->s2 = s2;
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cmd->t2 = t2;
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cmd->a = a;
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}
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/*
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=============
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RE_RotatePic2
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=============
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*/
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void RE_RotatePic2 ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) {
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rotatePicCommand_t *cmd;
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cmd = (rotatePicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_ROTATE_PIC2;
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cmd->shader = R_GetShaderByHandle( hShader );
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cmd->x = x;
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cmd->y = y;
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cmd->w = w;
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cmd->h = h;
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cmd->s1 = s1;
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cmd->t1 = t1;
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cmd->s2 = s2;
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cmd->t2 = t2;
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cmd->a = a;
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}
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void RE_LAGoggles( void )
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{
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tr.refdef.rdflags |= (RDF_doLAGoggles|RDF_doFullbright);
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fog_t *fog = &tr.world->fogs[tr.world->numfogs];
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fog->parms.color[0] = 0.75f;
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fog->parms.color[1] = 0.42f + random() * 0.025f;
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fog->parms.color[2] = 0.07f;
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fog->parms.depthForOpaque = 10000;
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fog->colorInt = ColorBytes3(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2]);
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fog->tcScale = 2.0f / ( fog->parms.depthForOpaque * (1.0f + cos( tr.refdef.floatTime) * 0.1f));
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}
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void RE_RenderWorldEffects(void)
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{
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setModeCommand_t *cmd;
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cmd = (setModeCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_WORLD_EFFECTS;
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}
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/*
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=============
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RE_Scissor
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=============
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*/
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void RE_Scissor ( float x, float y, float w, float h)
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{
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scissorCommand_t *cmd;
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cmd = (scissorCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_SCISSOR;
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cmd->x = x;
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cmd->y = y;
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cmd->w = w;
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cmd->h = h;
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}
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/*
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====================
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RE_BeginFrame
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If running in stereo, RE_BeginFrame will be called twice
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for each RE_EndFrame
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====================
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*/
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void RE_BeginFrame( stereoFrame_t stereoFrame ) {
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drawBufferCommand_t *cmd;
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if ( !tr.registered ) {
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return;
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}
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glState.finishCalled = qfalse;
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tr.frameCount++;
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tr.frameSceneNum = 0;
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//
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// do overdraw measurement
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//
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#ifndef _XBOX
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if ( r_measureOverdraw->integer )
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{
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if ( glConfig.stencilBits < 4 )
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{
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VID_Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
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Cvar_Set( "r_measureOverdraw", "0" );
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r_measureOverdraw->modified = qfalse;
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}
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else if ( r_shadows->integer == 2 )
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{
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VID_Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
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Cvar_Set( "r_measureOverdraw", "0" );
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r_measureOverdraw->modified = qfalse;
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}
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else
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{
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R_SyncRenderThread();
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qglEnable( GL_STENCIL_TEST );
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qglStencilMask( ~0U );
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qglClearStencil( 0U );
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qglStencilFunc( GL_ALWAYS, 0U, ~0U );
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qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
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}
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r_measureOverdraw->modified = qfalse;
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}
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else
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{
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// this is only reached if it was on and is now off
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if ( r_measureOverdraw->modified ) {
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R_SyncRenderThread();
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qglDisable( GL_STENCIL_TEST );
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r_measureOverdraw->modified = qfalse;
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}
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}
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#endif
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//
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// texturemode stuff
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//
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if ( r_textureMode->modified || r_ext_texture_filter_anisotropic->modified) {
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R_SyncRenderThread();
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GL_TextureMode( r_textureMode->string );
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r_textureMode->modified = qfalse;
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r_ext_texture_filter_anisotropic->modified = qfalse;
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}
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//
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// gamma stuff
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//
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if ( r_gamma->modified ) {
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r_gamma->modified = qfalse;
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R_SyncRenderThread();
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R_SetColorMappings();
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}
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// check for errors
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if ( !r_ignoreGLErrors->integer ) {
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int err;
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R_SyncRenderThread();
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if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
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Com_Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
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}
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}
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//
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// draw buffer stuff
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//
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cmd = (drawBufferCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_DRAW_BUFFER;
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if ( glConfig.stereoEnabled ) {
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if ( stereoFrame == STEREO_LEFT ) {
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cmd->buffer = (int)GL_BACK_LEFT;
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} else if ( stereoFrame == STEREO_RIGHT ) {
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cmd->buffer = (int)GL_BACK_RIGHT;
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} else {
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Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
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}
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} else {
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if ( stereoFrame != STEREO_CENTER ) {
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Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
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}
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// if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) {
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// cmd->buffer = (int)GL_FRONT;
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// } else
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{
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cmd->buffer = (int)GL_BACK;
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}
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}
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}
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/*
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=============
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RE_EndFrame
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Returns the number of msec spent in the back end
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=============
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*/
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void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
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swapBuffersCommand_t *cmd;
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if ( !tr.registered ) {
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return;
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}
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cmd = (swapBuffersCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_SWAP_BUFFERS;
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#ifdef _XBOX
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if (!qglBeginFrame()) return;
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#endif
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R_IssueRenderCommands( qtrue );
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#ifdef _XBOX
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RE_ProcessDissolve(); // render the disolve now
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qglEndFrame();
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#endif
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// use the other buffers next frame, because another CPU
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// may still be rendering into the current ones
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R_ToggleSmpFrame();
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if ( frontEndMsec ) {
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*frontEndMsec = tr.frontEndMsec;
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}
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tr.frontEndMsec = 0;
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if ( backEndMsec ) {
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*backEndMsec = backEnd.pc.msec;
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}
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backEnd.pc.msec = 0;
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for(int i=0;i<MAX_LIGHT_STYLES;i++)
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{
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styleUpdated[i] = false;
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}
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}
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