mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 07:22:23 +00:00
886 lines
21 KiB
C++
886 lines
21 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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#include "tr_local.h"
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#endif
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#include "../ghoul2/G2_local.h"
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#include "MatComp.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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#pragma warning (disable: 4512) //default assignment operator could not be gened
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#include "../qcommon/disablewarnings.h"
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static int r_firstSceneDrawSurf;
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static int r_numdlights;
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static int r_firstSceneDlight;
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static int r_numentities;
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static int r_firstSceneEntity;
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static int r_numminientities;
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static int r_firstSceneMiniEntity;
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static int refEntParent = -1;
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static int r_numpolys;
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static int r_firstScenePoly;
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static 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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#ifdef VV_LIGHTING
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VVLightMan.num_dlights = 0;
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#endif
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r_numdlights = 0;
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r_firstSceneDlight = 0;
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r_numentities = 0;
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r_firstSceneEntity = 0;
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refEntParent = -1;
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r_numminientities = 0;
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r_firstSceneMiniEntity = 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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refEntParent = -1;
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r_firstSceneMiniEntity = r_numminientities;
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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, int numPolys ) {
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srfPoly_t *poly;
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int i, j;
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int fogIndex;
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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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Com_Printf (S_COLOR_YELLOW "WARNING: RE_AddPolyToScene: NULL poly shader\n");
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return;
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}
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for ( j = 0; j < numPolys; j++ ) {
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if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
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Com_Printf (S_COLOR_YELLOW "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
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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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Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
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// done.
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r_numpolys++;
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r_numpolyverts += numVerts;
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// if no world is loaded
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if ( tr.world == NULL ) {
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fogIndex = 0;
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}
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// see if it is in a fog volume
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else if ( 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 ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
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fog = &tr.world->fogs[fogIndex];
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if ( bounds[1][0] >= fog->bounds[0][0]
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&& bounds[1][1] >= fog->bounds[0][1]
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&& bounds[1][2] >= fog->bounds[0][2]
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&& bounds[0][0] <= fog->bounds[1][0]
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&& bounds[0][1] <= fog->bounds[1][1]
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&& bounds[0][2] <= fog->bounds[1][2] ) {
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break;
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}
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}
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if ( fogIndex == tr.world->numfogs ) {
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fogIndex = 0;
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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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=====================
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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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assert(!ent || ent->renderfx >= 0);
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if (ent->reType == RT_ENT_CHAIN)
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{ //minirefents must die.
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return;
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}
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#ifdef _DEBUG
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if (ent->reType == RT_MODEL)
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{
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assert(ent->hModel || ent->ghoul2 || ent->customShader);
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}
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#endif
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if ( r_numentities >= TR_WORLDENT )
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{
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#ifndef FINAL_BUILD
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Com_Printf( "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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if (ent->ghoul2)
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{
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)ent->ghoul2);
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if (!ghoul2[0].mModel)
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{
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#ifdef _DEBUG
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CGhoul2Info &g2 = ghoul2[0];
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#endif
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//DebugBreak();
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Com_Printf("Your ghoul2 instance has no model!\n");
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}
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}
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/*
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if (ent->reType == RT_ENT_CHAIN)
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{
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refEntParent = r_numentities;
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backEndData->entities[r_numentities].e.uRefEnt.uMini.miniStart = r_numminientities - r_firstSceneMiniEntity;
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backEndData->entities[r_numentities].e.uRefEnt.uMini.miniCount = 0;
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}
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else
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{
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*/
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refEntParent = -1;
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//}
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r_numentities++;
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}
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/************************************************************************************************
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* RE_AddMiniRefEntityToScene *
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* Adds a mini ref ent to the scene. If the input parameter is null, it signifies the end *
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* of the chain. Otherwise, if there is a valid chain parent, it will be added to that. *
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* If there is no parent, it will be added as a regular ref ent. *
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* *
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* Input *
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* ent: the mini ref ent to be added *
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* *
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* Output / Return *
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* none *
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* *
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************************************************************************************************/
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void RE_AddMiniRefEntityToScene( const miniRefEntity_t *ent )
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{
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#if 0
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refEntity_t *parent;
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#endif
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if ( !tr.registered )
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{
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return;
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}
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if (!ent)
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{
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refEntParent = -1;
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return;
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}
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#if 1 //i hate you minirefent!
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refEntity_t tempEnt;
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memcpy(&tempEnt, ent, sizeof(*ent));
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memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent));
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RE_AddRefEntityToScene(&tempEnt);
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#else
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if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE )
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{
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Com_Error( ERR_DROP, "RE_AddMiniRefEntityToScene: bad reType %i", ent->reType );
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}
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if (!r_numentities || refEntParent == -1 || r_numminientities >= MAX_MINI_ENTITIES)
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{ //rww - add it as a refent also if we run out of minis
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// Com_Error( ERR_DROP, "RE_AddMiniRefEntityToScene: mini without parent ref ent");
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refEntity_t tempEnt;
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memcpy(&tempEnt, ent, sizeof(*ent));
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memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent));
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RE_AddRefEntityToScene(&tempEnt);
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return;
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}
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parent = &backEndData->entities[refEntParent].e;
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parent->uRefEnt.uMini.miniCount++;
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backEndData->miniEntities[r_numminientities].e = *ent;
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r_numminientities++;
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#endif
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}
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/*
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=====================
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RE_AddDynamicLightToScene
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=====================
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*/
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#ifndef VV_LIGHTING
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void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
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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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dl->additive = additive;
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}
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#endif
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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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#ifndef VV_LIGHTING
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void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
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}
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#endif
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/*
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=====================
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RE_AddAdditiveLightToScene
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=====================
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*/
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#ifndef VV_LIGHTING
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void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
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}
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#endif
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enum
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{
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DECALPOLY_TYPE_NORMAL,
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DECALPOLY_TYPE_FADE,
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DECALPOLY_TYPE_MAX
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};
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#define DECAL_FADE_TIME 1000
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decalPoly_t* RE_AllocDecal ( int type );
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static decalPoly_t re_decalPolys[DECALPOLY_TYPE_MAX][MAX_DECAL_POLYS];
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static int re_decalPolyHead[DECALPOLY_TYPE_MAX];
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static int re_decalPolyTotal[DECALPOLY_TYPE_MAX];
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/*
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===================
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RE_ClearDecals
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This is called to remove all decals from the world
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===================
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*/
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void RE_ClearDecals ( void )
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{
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memset( re_decalPolys, 0, sizeof(re_decalPolys) );
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memset( re_decalPolyHead, 0, sizeof(re_decalPolyHead) );
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memset( re_decalPolyTotal, 0, sizeof(re_decalPolyTotal) );
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}
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void R_InitDecals ( void )
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{
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RE_ClearDecals ( );
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}
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void RE_FreeDecal ( int type, int index )
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{
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if ( !re_decalPolys[type][index].time )
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{
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return;
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}
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if ( type == DECALPOLY_TYPE_NORMAL )
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{
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decalPoly_t* fade;
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fade = RE_AllocDecal ( DECALPOLY_TYPE_FADE );
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memcpy ( fade, &re_decalPolys[type][index], sizeof(decalPoly_t) );
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fade->time = tr.refdef.time;
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fade->fadetime = tr.refdef.time + DECAL_FADE_TIME;
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}
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re_decalPolys[type][index].time = 0;
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re_decalPolyTotal[type]--;
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}
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/*
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===================
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RE_AllocDecal
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Will allways succeed, even if it requires freeing an old active mark
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===================
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*/
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decalPoly_t* RE_AllocDecal( int type )
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{
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decalPoly_t *le;
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// See if the cvar changed
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if ( re_decalPolyTotal[type] > r_markcount->integer )
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{
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RE_ClearDecals ( );
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}
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le = &re_decalPolys[type][re_decalPolyHead[type]];
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// If it has no time its the first occasion its been used
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if ( le->time )
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{
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if ( le->time != tr.refdef.time )
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{
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int i = re_decalPolyHead[type];
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// since we are killing one that existed before, make sure we
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// kill all the other marks that belong to the group
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do
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{
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i++;
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if ( i >= r_markcount->integer )
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{
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i = 0;
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}
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// Break out on the first one thats not part of the group
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if ( re_decalPolys[type][i].time != le->time )
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{
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break;
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}
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RE_FreeDecal ( type, i );
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}
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while ( i != re_decalPolyHead[type] );
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RE_FreeDecal ( type, re_decalPolyHead[type] );
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}
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else
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{
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RE_FreeDecal ( type, re_decalPolyHead[type] );
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}
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}
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memset ( le, 0, sizeof(decalPoly_t) );
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le->time = tr.refdef.time;
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re_decalPolyTotal[type]++;
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// Move on to the next decal poly and wrap around if need be
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re_decalPolyHead[type]++;
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if ( re_decalPolyHead[type] >= r_markcount->integer )
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{
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re_decalPolyHead[type] = 0;
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}
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return le;
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}
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/*
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=================
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RE_AddDecalToScene
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origin should be a point within a unit of the plane
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dir should be the plane normal
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temporary marks will not be stored or randomly oriented, but immediately
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passed to the renderer.
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=================
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*/
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#define MAX_DECAL_FRAGMENTS 128
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#define MAX_DECAL_POINTS 384
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void RE_AddDecalToScene ( qhandle_t decalShader, const vec3_t origin, const vec3_t dir, float orientation, float red, float green, float blue, float alpha, qboolean alphaFade, float radius, qboolean temporary )
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{
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vec3_t axis[3];
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float texCoordScale;
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vec3_t originalPoints[4];
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byte colors[4];
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int i, j;
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int numFragments;
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markFragment_t markFragments[MAX_DECAL_FRAGMENTS], *mf;
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vec3_t markPoints[MAX_DECAL_POINTS];
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vec3_t projection;
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assert(decalShader);
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if ( r_markcount->integer <= 0 && !temporary )
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{
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return;
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}
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if ( radius <= 0 )
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{
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Com_Error( ERR_FATAL, "RE_AddDecalToScene: called with <= 0 radius" );
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}
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// create the texture axis
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VectorNormalize2( dir, axis[0] );
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PerpendicularVector( axis[1], axis[0] );
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RotatePointAroundVector( axis[2], axis[0], axis[1], orientation );
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CrossProduct( axis[0], axis[2], axis[1] );
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texCoordScale = 0.5 * 1.0 / radius;
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// create the full polygon
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for ( i = 0 ; i < 3 ; i++ )
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{
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originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
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originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
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originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
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originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
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}
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// get the fragments
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VectorScale( dir, -20, projection );
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numFragments = R_MarkFragments( 4, (const vec3_t*)originalPoints,
|
|
projection, MAX_DECAL_POINTS, markPoints[0],
|
|
MAX_DECAL_FRAGMENTS, markFragments );
|
|
|
|
colors[0] = red * 255;
|
|
colors[1] = green * 255;
|
|
colors[2] = blue * 255;
|
|
colors[3] = alpha * 255;
|
|
|
|
for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ )
|
|
{
|
|
polyVert_t *v;
|
|
polyVert_t verts[MAX_VERTS_ON_DECAL_POLY];
|
|
decalPoly_t *decal;
|
|
|
|
// we have an upper limit on the complexity of polygons
|
|
// that we store persistantly
|
|
if ( mf->numPoints > MAX_VERTS_ON_DECAL_POLY )
|
|
{
|
|
mf->numPoints = MAX_VERTS_ON_DECAL_POLY;
|
|
}
|
|
|
|
for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ )
|
|
{
|
|
vec3_t delta;
|
|
|
|
VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
|
|
|
|
VectorSubtract( v->xyz, origin, delta );
|
|
v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
|
|
v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
|
|
|
|
*(int *)v->modulate = *(int *)colors;
|
|
}
|
|
|
|
// if it is a temporary (shadow) mark, add it immediately and forget about it
|
|
if ( temporary )
|
|
{
|
|
RE_AddPolyToScene( decalShader, mf->numPoints, verts, 1 );
|
|
continue;
|
|
}
|
|
|
|
// otherwise save it persistantly
|
|
decal = RE_AllocDecal( DECALPOLY_TYPE_NORMAL );
|
|
decal->time = tr.refdef.time;
|
|
decal->shader = decalShader;
|
|
decal->poly.numVerts = mf->numPoints;
|
|
decal->color[0] = red;
|
|
decal->color[1] = green;
|
|
decal->color[2] = blue;
|
|
decal->color[3] = alpha;
|
|
memcpy( decal->verts, verts, mf->numPoints * sizeof( verts[0] ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_AddDecals
|
|
===============
|
|
*/
|
|
static inline void R_AddDecals ( void )
|
|
{
|
|
int decalPoly;
|
|
int type;
|
|
static int lastMarkCount = -1;
|
|
|
|
if ( r_markcount->integer != lastMarkCount )
|
|
{
|
|
if ( lastMarkCount != -1 )
|
|
{
|
|
RE_ClearDecals ( );
|
|
}
|
|
|
|
lastMarkCount = r_markcount->integer;
|
|
}
|
|
|
|
if ( r_markcount->integer <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
for ( type = DECALPOLY_TYPE_NORMAL; type < DECALPOLY_TYPE_MAX; type ++ )
|
|
{
|
|
decalPoly = re_decalPolyHead[type];
|
|
|
|
do
|
|
{
|
|
decalPoly_t* p = &re_decalPolys[type][decalPoly];
|
|
|
|
if ( p->time )
|
|
{
|
|
if ( p->fadetime )
|
|
{
|
|
int t;
|
|
|
|
// fade all marks out with time
|
|
t = tr.refdef.time - p->time;
|
|
if ( t < DECAL_FADE_TIME )
|
|
{
|
|
float fade;
|
|
int j;
|
|
|
|
fade = 255.0f * (1.0f - ((float)t / DECAL_FADE_TIME));
|
|
|
|
for ( j = 0 ; j < p->poly.numVerts ; j++ )
|
|
{
|
|
p->verts[j].modulate[3] = fade;
|
|
}
|
|
|
|
RE_AddPolyToScene( p->shader, p->poly.numVerts, p->verts, 1 );
|
|
}
|
|
else
|
|
{
|
|
RE_FreeDecal ( type, decalPoly );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RE_AddPolyToScene( p->shader, p->poly.numVerts, p->verts, 1 );
|
|
}
|
|
}
|
|
|
|
decalPoly++;
|
|
if ( decalPoly >= r_markcount->integer )
|
|
{
|
|
decalPoly = 0;
|
|
}
|
|
}
|
|
while ( decalPoly != re_decalPolyHead[type] );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
@@@@@@@@@@@@@@@@@@@@@
|
|
RE_RenderScene
|
|
|
|
Draw a 3D view into a part of the window, then return
|
|
to 2D drawing.
|
|
|
|
Rendering a scene may require multiple views to be rendered
|
|
to handle mirrors,
|
|
@@@@@@@@@@@@@@@@@@@@@
|
|
*/
|
|
void RE_RenderWorldEffects(void);
|
|
void RE_RenderAutoMap(void);
|
|
void RE_RenderScene( const refdef_t *fd ) {
|
|
viewParms_t parms;
|
|
int startTime;
|
|
static int lastTime = 0;
|
|
|
|
if ( !tr.registered ) {
|
|
return;
|
|
}
|
|
GLimp_LogComment( "====== RE_RenderScene =====\n" );
|
|
|
|
if ( r_norefresh->integer ) {
|
|
return;
|
|
}
|
|
|
|
startTime = Sys_Milliseconds()*com_timescale->value;
|
|
|
|
if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
|
|
Com_Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
|
|
}
|
|
|
|
Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
|
|
|
|
tr.refdef.x = fd->x;
|
|
tr.refdef.y = fd->y;
|
|
tr.refdef.width = fd->width;
|
|
tr.refdef.height = fd->height;
|
|
tr.refdef.fov_x = fd->fov_x;
|
|
tr.refdef.fov_y = fd->fov_y;
|
|
|
|
VectorCopy( fd->vieworg, tr.refdef.vieworg );
|
|
VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
|
|
VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
|
|
VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
|
|
|
|
tr.refdef.time = fd->time;
|
|
tr.refdef.frametime = fd->time - lastTime;
|
|
lastTime = fd->time;
|
|
|
|
if (fd->rdflags & RDF_SKYBOXPORTAL)
|
|
{
|
|
skyboxportal = 1;
|
|
}
|
|
|
|
if (fd->rdflags & RDF_DRAWSKYBOX)
|
|
{
|
|
drawskyboxportal = 1;
|
|
}
|
|
else
|
|
{
|
|
drawskyboxportal = 0;
|
|
}
|
|
|
|
if (tr.refdef.frametime > 500)
|
|
{
|
|
tr.refdef.frametime = 500;
|
|
}
|
|
else if (tr.refdef.frametime < 0)
|
|
{
|
|
tr.refdef.frametime = 0;
|
|
}
|
|
tr.refdef.rdflags = fd->rdflags;
|
|
|
|
// copy the areamask data over and note if it has changed, which
|
|
// will force a reset of the visible leafs even if the view hasn't moved
|
|
tr.refdef.areamaskModified = qfalse;
|
|
if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
|
|
int areaDiff;
|
|
int i;
|
|
|
|
// compare the area bits
|
|
areaDiff = 0;
|
|
for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
|
|
areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
|
|
((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
|
|
}
|
|
|
|
if ( areaDiff ) {
|
|
// a door just opened or something
|
|
tr.refdef.areamaskModified = qtrue;
|
|
}
|
|
}
|
|
|
|
|
|
// derived info
|
|
|
|
tr.refdef.floatTime = tr.refdef.time * 0.001f;
|
|
|
|
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
|
|
tr.refdef.drawSurfs = backEndData->drawSurfs;
|
|
|
|
tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
|
|
tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
|
|
tr.refdef.miniEntities = &backEndData->miniEntities[r_firstSceneMiniEntity];
|
|
|
|
#ifndef VV_LIGHTING
|
|
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
|
|
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
|
|
#endif
|
|
|
|
// Add the decals here because decals add polys and we need to ensure
|
|
// that the polys are added before the the renderer is prepared
|
|
if ( !(tr.refdef.rdflags & RDF_NOWORLDMODEL) )
|
|
{
|
|
R_AddDecals ( );
|
|
}
|
|
|
|
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
|
|
tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
|
|
|
|
// turn off dynamic lighting globally by clearing all the
|
|
// dlights if it needs to be disabled or if vertex lighting is enabled
|
|
#ifndef VV_LIGHTING
|
|
if ( r_dynamiclight->integer == 0 ||
|
|
r_vertexLight->integer == 1 ) {
|
|
tr.refdef.num_dlights = 0;
|
|
}
|
|
#endif
|
|
|
|
// a single frame may have multiple scenes draw inside it --
|
|
// a 3D game view, 3D status bar renderings, 3D menus, etc.
|
|
// They need to be distinguished by the light flare code, because
|
|
// the visibility state for a given surface may be different in
|
|
// each scene / view.
|
|
tr.frameSceneNum++;
|
|
tr.sceneCount++;
|
|
|
|
// setup view parms for the initial view
|
|
//
|
|
// set up viewport
|
|
// The refdef takes 0-at-the-top y coordinates, so
|
|
// convert to GL's 0-at-the-bottom space
|
|
//
|
|
Com_Memset( &parms, 0, sizeof( parms ) );
|
|
parms.viewportX = tr.refdef.x;
|
|
parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
|
|
parms.viewportWidth = tr.refdef.width;
|
|
parms.viewportHeight = tr.refdef.height;
|
|
parms.isPortal = qfalse;
|
|
|
|
parms.fovX = tr.refdef.fov_x;
|
|
parms.fovY = tr.refdef.fov_y;
|
|
|
|
VectorCopy( fd->vieworg, parms.ori.origin );
|
|
VectorCopy( fd->viewaxis[0], parms.ori.axis[0] );
|
|
VectorCopy( fd->viewaxis[1], parms.ori.axis[1] );
|
|
VectorCopy( fd->viewaxis[2], parms.ori.axis[2] );
|
|
|
|
VectorCopy( fd->vieworg, parms.pvsOrigin );
|
|
|
|
R_RenderView( &parms );
|
|
|
|
// the next scene rendered in this frame will tack on after this one
|
|
r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
|
|
r_firstSceneEntity = r_numentities;
|
|
r_firstSceneMiniEntity = r_numminientities;
|
|
r_firstSceneDlight = r_numdlights;
|
|
r_firstScenePoly = r_numpolys;
|
|
|
|
refEntParent = -1;
|
|
|
|
tr.frontEndMsec += Sys_Milliseconds()*com_timescale->value - startTime;
|
|
|
|
RE_RenderWorldEffects();
|
|
|
|
if (tr.refdef.rdflags & RDF_AUTOMAP)
|
|
{
|
|
RE_RenderAutoMap();
|
|
}
|
|
}
|
|
|
|
#if 0 //rwwFIXMEFIXME: Disable this before release!!!!!! I am just trying to find a crash bug.
|
|
int R_GetRNumEntities(void)
|
|
{
|
|
return r_numentities;
|
|
}
|
|
|
|
void R_SetRNumEntities(int num)
|
|
{
|
|
r_numentities = num;
|
|
}
|
|
#endif
|