mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
4a1416a5d2
removed cache memory. added fallback normalmap texture. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4421 fc73d0e0-1445-4013-8a0c-d673dee63da5
531 lines
18 KiB
C
531 lines
18 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// refresh.h -- public interface to refresh functions
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// default soldier colors
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#define TOP_DEFAULT 1
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#define BOTTOM_DEFAULT 6
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#define TOP_RANGE (TOP_DEFAULT<<4)
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#define BOTTOM_RANGE (BOTTOM_DEFAULT<<4)
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extern int r_framecount;
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struct msurface_s;
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struct batch_s;
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struct model_s;
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struct texnums_s;
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struct texture_s;
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static const texid_t r_nulltex = {{0}};
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#if 1 || defined(MINIMAL) || defined(D3DQUAKE) || defined(ANDROID)
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#define sizeof_index_t 2
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#endif
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#if sizeof_index_t == 2
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#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
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#define D3DFMT_QINDEX D3DFMT_INDEX16
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typedef unsigned short index_t;
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#define MAX_INDICIES 0xffff
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#else
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#define GL_INDEX_TYPE GL_UNSIGNED_INT
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#define D3DFMT_QINDEX D3DFMT_INDEX32
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typedef unsigned int index_t;
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#define MAX_INDICIES 0xffffffff
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#endif
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//=============================================================================
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//the eye doesn't see different colours in the same proportion.
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//must add to slightly less than 1
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#define NTSC_RED 0.299
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#define NTSC_GREEN 0.587
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#define NTSC_BLUE 0.114
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#define NTSC_SUM (NTSC_RED + NTSC_GREEN + NTSC_BLUE)
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typedef enum {
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RT_MODEL,
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RT_POLY,
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RT_SPRITE,
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RT_BEAM,
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RT_RAIL_CORE,
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RT_RAIL_RINGS,
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RT_LIGHTNING,
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RT_PORTALSURFACE, // doesn't draw anything, just info for portals
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RT_MAX_REF_ENTITY_TYPE
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} refEntityType_t;
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struct dlight_s;
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typedef struct entity_s
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{
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int keynum; // for matching entities in different frames
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vec3_t origin;
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vec3_t angles;
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vec3_t axis[3];
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vec4_t shaderRGBAf; /*colormod+alpha, available for shaders to mix*/
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float shaderTime; /*timestamp, for syncing shader times to spawns*/
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vec3_t glowmod; /*meant to be a multiplier for the fullbrights*/
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int light_known; /*bsp lighting has been caled*/
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vec3_t light_avg; /*midpoint level*/
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vec3_t light_range; /*avg + this = max, avg - this = min*/
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vec3_t light_dir;
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vec3_t oldorigin;
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vec3_t oldangles;
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struct model_s *model; // NULL = no model
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int skinnum; // for Alias models
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int playerindex; //for qw skins
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int topcolour; //colourmapping
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int bottomcolour; //colourmapping
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int h2playerclass; //hexen2's quirky colourmapping
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// struct efrag_s *efrag; // linked list of efrags (FIXME)
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// int visframe; // last frame this entity was
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// found in an active leaf
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// only used for static objects
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// int dlightframe; // dynamic lighting
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// int dlightbits;
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// FIXME: could turn these into a union
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// int trivial_accept;
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// struct mnode_s *topnode; // for bmodels, first world node
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// that splits bmodel, or NULL if
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// not split
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framestate_t framestate;
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int flags;
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refEntityType_t rtype;
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float rotation;
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struct shader_s *forcedshader;
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#ifdef PEXT_SCALE
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float scale;
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#endif
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#ifdef PEXT_FATNESS
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float fatness;
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#endif
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#ifdef PEXT_HEXEN2
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int drawflags;
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int abslight;
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#endif
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} entity_t;
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#define RDFD_FOV 1
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typedef struct
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{
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vrect_t grect; // game rectangle. fullscreen except for csqc/splitscreen.
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vrect_t vrect; // subwindow in grect for 3d view
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vec3_t pvsorigin; /*render the view using this point for pvs (useful for mirror views)*/
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vec3_t vieworg; /*logical view center*/
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vec3_t viewangles;
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vec3_t viewaxis[3]; /*forward, left, up (NOT RIGHT)*/
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float fov_x, fov_y, afov;
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qboolean drawsbar;
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int flags; //(Q2)RDF_ flags
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int dirty;
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playerview_t *playerview;
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// int currentplayernum;
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float time;
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// float waterheight; //updated by the renderer. stuff sitting at this height generate ripple effects
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float m_projection[16];
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float m_view[16];
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vec4_t gfog_rgbd;
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vrect_t pxrect; /*vrect, but in pixels rather than virtual coords*/
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qboolean externalview; /*draw external models and not viewmodels*/
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qboolean recurse; /*in a mirror/portal/half way through drawing something else*/
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qboolean forcevis; /*if true, vis comes from the forcedvis field instead of recalculated*/
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qboolean flipcull; /*reflected/flipped view, requires inverted culling*/
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qboolean useperspective; /*not orthographic*/
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int postprocshader; /*if set, renders to texture then invokes this shader*/
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int postproccube; /*postproc shader wants a cubemap, this is the mask of sides required*/
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qbyte *forcedvis;
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} refdef_t;
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extern refdef_t r_refdef;
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extern vec3_t r_origin, vpn, vright, vup;
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extern struct texture_s *r_notexture_mip;
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extern entity_t r_worldentity;
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void BE_GenModelBatches(struct batch_s **batches);
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//gl_alias.c
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void GL_GAliasFlushSkinCache(void);
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void R_GAlias_DrawBatch(struct batch_s *batch);
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void R_GAlias_GenerateBatches(entity_t *e, struct batch_s **batches);
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void R_LightArraysByte_BGR(const entity_t *entity, vecV_t *coords, byte_vec4_t *colours, int vertcount, vec3_t *normals);
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void R_LightArrays(const entity_t *entity, vecV_t *coords, vec4_t *colours, int vertcount, vec3_t *normals, float scale);
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void R_DrawSkyChain (struct batch_s *batch); /*called from the backend, and calls back into it*/
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void R_InitSky (struct texnums_s *ret, struct texture_s *mt, qbyte *src); /*generate q1 sky texnums*/
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//r_surf.c
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void Surf_DrawWorld(void);
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void Surf_GenBrushBatches(struct batch_s **batches, entity_t *ent);
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void Surf_StainSurf(struct msurface_s *surf, float *parms);
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void Surf_AddStain(vec3_t org, float red, float green, float blue, float radius);
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void Surf_LessenStains(void);
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void Surf_WipeStains(void);
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void Surf_DeInit(void);
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void Surf_Clear(struct model_s *mod);
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void Surf_BuildLightmaps(void); //enables Surf_BuildModelLightmaps, calls it for each bsp.
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void Surf_ClearLightmaps(void); //stops Surf_BuildModelLightmaps from working.
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void Surf_BuildModelLightmaps (struct model_s *m); //rebuild lightmaps for a single bsp. beware of submodels.
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void Surf_RenderDynamicLightmaps (struct msurface_s *fa);
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void Surf_RenderAmbientLightmaps (struct msurface_s *fa, int ambient);
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int Surf_LightmapShift (struct model_s *model);
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#ifndef LMBLOCK_WIDTH
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#define LMBLOCK_WIDTH 128
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#define LMBLOCK_HEIGHT 128
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typedef struct glRect_s {
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unsigned char l,t,w,h;
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} glRect_t;
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typedef unsigned char stmap;
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struct mesh_s;
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typedef struct {
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texid_t lightmap_texture;
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qboolean modified;
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qboolean external;
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qboolean hasdeluxe;
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int width;
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int height;
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glRect_t rectchange;
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qbyte *lightmaps;//[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT];
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stmap *stainmaps;//[3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //rgb no a. added to lightmap for added (hopefully) speed.
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} lightmapinfo_t;
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extern lightmapinfo_t **lightmap;
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extern int numlightmaps;
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//extern texid_t *lightmap_textures;
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//extern texid_t *deluxmap_textures;
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extern int lightmap_bytes; // 1, 3, or 4
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extern qboolean lightmap_bgra; /*true=bgra, false=rgba*/
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#endif
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void Surf_RebuildLightmap_Callback (struct cvar_s *var, char *oldvalue);
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void R_SetSky(char *skyname); /*override all sky shaders*/
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#if defined(GLQUAKE)
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void GLR_Init (void);
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void GLR_ReInit (void);
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void GLR_InitTextures (void);
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void GLR_InitEfrags (void);
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void GLR_RenderView (void); // must set r_refdef first
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// called whenever r_refdef or vid change
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void GLR_DrawPortal(struct batch_s *batch, struct batch_s **blist, int portaltype);
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void GLR_PreNewMap(void);
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void GLR_NewMap (void);
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void GLR_PushDlights (void);
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void GLR_DrawWaterSurfaces (void);
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void GLVID_DeInit (void);
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void GLR_DeInit (void);
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void GLSCR_DeInit (void);
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void GLVID_Console_Resize(void);
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#endif
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int R_LightPoint (vec3_t p);
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void R_RenderDlights (void);
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enum imageflags
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{
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/*warning: many of these flags only apply the first time it is requested*/
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IF_CLAMP = 1<<0,
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IF_NEAREST = 1<<1,
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IF_UIPIC = 1<<10, //subject to texturemode2d
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IF_LINEAR = 1<<11,
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IF_NOPICMIP = 1<<2,
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IF_NOMIPMAP = 1<<3,
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IF_NOALPHA = 1<<4,
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IF_NOGAMMA = 1<<5,
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IF_3DMAP = 1<<6, /*waning - don't test directly*/
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IF_CUBEMAP = 1<<7, /*waning - don't test directly*/
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IF_CUBEMAPEXTRA = 1<<8,
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IF_TEXTYPE = (1<<6) | (1<<7) | (1<<8), /*0=2d, 1=3d, 2-7=cubeface*/
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IF_TEXTYPESHIFT = 6, /*0=2d, 1=3d, 2-7=cubeface*/
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IF_MIPCAP = 1<<9,
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IF_REPLACE = 1<<30,
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IF_SUBDIRONLY = 1<<31
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};
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#define R_LoadTexture8(id,w,h,d,f,t) R_LoadTexture(id,w,h,t?TF_TRANS8:TF_SOLID8,d,f)
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#define R_LoadTexture32(id,w,h,d,f) R_LoadTexture(id,w,h,TF_RGBA32,d,f)
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#define R_LoadTextureFB(id,w,h,d,f) R_LoadTexture(id,w,h,TF_TRANS8_FULLBRIGHT,d,f)
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#define R_LoadTexture8BumpPal(id,w,h,d,f) R_LoadTexture(id,w,h,TF_HEIGHT8PAL,d,f)
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#define R_LoadTexture8Bump(id,w,h,d,f) R_LoadTexture(id,w,h,TF_HEIGHT8,d,f)
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/*it seems a little excessive to have to include glquake (and windows headers), just to load some textures/shaders for the backend*/
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#ifdef GLQUAKE
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texid_tf GL_AllocNewTexture(char *name, int w, int h, unsigned int flags);
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void GL_UploadFmt(texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
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texid_tf GL_LoadTextureFmt (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
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void GL_DestroyTexture(texid_t tex);
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#endif
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#ifdef D3DQUAKE
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texid_t D3D9_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
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texid_t D3D9_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
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texid_t D3D9_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
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texid_t D3D9_LoadCompressed (char *name);
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texid_t D3D9_FindTexture (char *identifier, unsigned int flags);
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texid_t D3D9_AllocNewTexture(char *ident, int width, int height, unsigned int flags);
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void D3D9_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
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void D3D9_DestroyTexture (texid_t tex);
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void D3D9_Image_Shutdown(void);
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texid_t D3D11_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
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texid_t D3D11_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
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texid_t D3D11_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
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texid_t D3D11_LoadCompressed (char *name);
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texid_t D3D11_FindTexture (char *identifier, unsigned int flags);
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texid_t D3D11_AllocNewTexture(char *ident, int width, int height, unsigned int flags);
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void D3D11_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
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void D3D11_DestroyTexture (texid_t tex);
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void D3D11_Image_Shutdown(void);
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#endif
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extern int image_width, image_height;
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texid_tf R_LoadReplacementTexture(char *name, char *subpath, unsigned int flags);
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texid_tf R_LoadHiResTexture(char *name, char *subpath, unsigned int flags);
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texid_tf R_LoadBumpmapTexture(char *name, char *subpath);
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extern texid_t particletexture;
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extern texid_t particlecqtexture;
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extern texid_t explosiontexture;
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extern texid_t balltexture;
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extern texid_t beamtexture;
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extern texid_t ptritexture;
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void Mod_Init (void);
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void Mod_Shutdown (void);
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int Mod_TagNumForName(struct model_s *model, char *name);
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int Mod_SkinNumForName(struct model_s *model, char *name);
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int Mod_FrameNumForName(struct model_s *model, char *name);
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float Mod_GetFrameDuration(struct model_s *model, int frameno);
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void Mod_ResortShaders(void);
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void Mod_ClearAll (void);
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struct model_s *Mod_ForName (char *name, qboolean crash);
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struct model_s *Mod_FindName (char *name);
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void *Mod_Extradata (struct model_s *mod); // handles caching
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void Mod_TouchModel (char *name);
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void Mod_RebuildLightmaps (void);
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struct mleaf_s *Mod_PointInLeaf (struct model_s *model, float *p);
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void Mod_Think (void);
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void Mod_NowLoadExternal(void);
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void GLR_LoadSkys (void);
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void R_BloomRegister(void);
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#ifdef RUNTIMELIGHTING
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void LightFace (int surfnum);
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void LightLoadEntities(char *entstring);
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#endif
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extern struct model_s *currentmodel;
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qboolean Media_ShowFilm(void);
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void Media_CaptureDemoEnd(void);
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void Media_RecordFrame (void);
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qboolean Media_PausedDemo (void);
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int Media_Capturing (void);
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double Media_TweekCaptureFrameTime(double oldtime, double time);
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void MYgluPerspective(double fovx, double fovy, double zNear, double zFar);
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void R_PushDlights (void);
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qbyte *R_MarkLeaves_Q1 (void);
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qbyte *R_CalcVis_Q1 (void);
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qbyte *R_MarkLeaves_Q2 (void);
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qbyte *R_MarkLeaves_Q3 (void);
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void R_SetFrustum (float projmat[16], float viewmat[16]);
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void R_SetRenderer(rendererinfo_t *ri);
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void R_AnimateLight (void);
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struct texture_s *R_TextureAnimation (int frame, struct texture_s *base);
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void RQ_Init(void);
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void RQ_Shutdown(void);
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void CLQ2_EntityEvent(entity_state_t *es);
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void CLQ2_TeleporterParticles(entity_state_t *es);
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void CLQ2_IonripperTrail(vec3_t oldorg, vec3_t neworg);
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void CLQ2_TrackerTrail(vec3_t oldorg, vec3_t neworg, int flags);
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void CLQ2_Tracker_Shell(vec3_t org);
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void CLQ2_TagTrail(vec3_t oldorg, vec3_t neworg, int flags);
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void CLQ2_FlagTrail(vec3_t oldorg, vec3_t neworg, int flags);
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void CLQ2_TrapParticles(entity_t *ent);
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void CLQ2_BfgParticles(entity_t *ent);
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struct q2centity_s;
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void CLQ2_FlyEffect(struct q2centity_s *ent, vec3_t org);
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void CLQ2_DiminishingTrail(vec3_t oldorg, vec3_t neworg, struct q2centity_s *ent, unsigned int effects);
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void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg);
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void WritePCXfile (const char *filename, qbyte *data, int width, int height, int rowbytes, qbyte *palette, qboolean upload); //data is 8bit.
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qbyte *ReadPCXFile(qbyte *buf, int length, int *width, int *height);
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qbyte *ReadTargaFile(qbyte *buf, int length, int *width, int *height, qboolean *hasalpha, int asgrey);
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qbyte *ReadJPEGFile(qbyte *infile, int length, int *width, int *height);
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qbyte *ReadPNGFile(qbyte *buf, int length, int *width, int *height, const char *name);
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qbyte *ReadPCXPalette(qbyte *buf, int len, qbyte *out);
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void BoostGamma(qbyte *rgba, int width, int height);
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void SaturateR8G8B8(qbyte *data, int size, float sat);
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void AddOcranaLEDsIndexed (qbyte *image, int h, int w);
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void Renderer_Init(void);
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void Renderer_Start(void);
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qboolean Renderer_Started(void);
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void R_ShutdownRenderer(void);
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void R_RestartRenderer_f (void);//this goes here so we can save some stack when first initing the sw renderer.
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//used to live in glquake.h
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qbyte GetPaletteIndex(int red, int green, int blue);
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extern cvar_t r_norefresh;
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extern cvar_t r_drawentities;
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extern cvar_t r_drawworld;
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extern cvar_t r_drawviewmodel;
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extern cvar_t r_drawviewmodelinvis;
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extern cvar_t r_speeds;
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extern cvar_t r_waterwarp;
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extern cvar_t r_fullbright;
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extern cvar_t r_lightmap;
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extern cvar_t r_glsl_offsetmapping;
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extern cvar_t r_shadow_realtime_dlight, r_shadow_realtime_dlight_shadows;
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extern cvar_t r_shadow_realtime_dlight_ambient;
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extern cvar_t r_shadow_realtime_dlight_diffuse;
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extern cvar_t r_shadow_realtime_dlight_specular;
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extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_shadows;
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extern cvar_t r_shadow_shadowmapping;
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extern cvar_t r_editlights_import_radius;
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extern cvar_t r_editlights_import_ambient;
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extern cvar_t r_editlights_import_diffuse;
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extern cvar_t r_editlights_import_specular;
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extern cvar_t r_mirroralpha;
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extern cvar_t r_wateralpha;
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extern cvar_t r_waterstyle;
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extern cvar_t r_slimestyle;
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extern cvar_t r_lavastyle;
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extern cvar_t r_dynamic;
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extern cvar_t r_novis;
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extern cvar_t r_netgraph;
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extern cvar_t r_deluxemapping;
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#ifdef R_XFLIP
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extern cvar_t r_xflip;
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#endif
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extern cvar_t r_lightprepass;
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extern cvar_t gl_maxdist;
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extern cvar_t r_clear;
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extern cvar_t gl_poly;
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extern cvar_t gl_affinemodels;
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extern cvar_t gl_nohwblend;
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extern cvar_t gl_reporttjunctions;
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extern cvar_t r_coronas, r_flashblend, r_flashblendscale;
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extern cvar_t r_lightstylesmooth;
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extern cvar_t r_lightstylesmooth_limit;
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extern cvar_t r_lightstylespeed;
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extern cvar_t gl_nocolors;
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extern cvar_t gl_load24bit;
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extern cvar_t gl_finish;
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extern cvar_t gl_max_size;
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extern cvar_t gl_playermip;
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extern cvar_t r_lightmap_saturation;
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enum {
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RSPEED_TOTALREFRESH,
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RSPEED_LINKENTITIES,
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RSPEED_PROTOCOL,
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RSPEED_WORLDNODE,
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RSPEED_WORLD,
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RSPEED_DRAWENTITIES,
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RSPEED_STENCILSHADOWS,
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RSPEED_FULLBRIGHTS,
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RSPEED_DYNAMIC,
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RSPEED_PARTICLES,
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RSPEED_PARTICLESDRAW,
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RSPEED_PALETTEFLASHES,
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RSPEED_2D,
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RSPEED_SERVER,
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RSPEED_FINISH,
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RSPEED_MAX
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};
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extern int rspeeds[RSPEED_MAX];
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enum {
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RQUANT_MSECS, //old r_speeds
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RQUANT_EPOLYS,
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RQUANT_WPOLYS,
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RQUANT_DRAWS,
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RQUANT_ENTBATCHES,
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RQUANT_WORLDBATCHES,
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RQUANT_2DBATCHES,
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RQUANT_SHADOWFACES,
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RQUANT_SHADOWEDGES,
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RQUANT_LITFACES,
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RQUANT_MAX
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};
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extern int rquant[RQUANT_MAX];
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#define RQuantAdd(type,quant) rquant[type] += quant
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#if defined(NDEBUG) || !defined(_WIN32)
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#define RSpeedLocals()
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#define RSpeedMark()
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#define RSpeedRemark()
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#define RSpeedEnd(spt)
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#else
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#define RSpeedLocals() int rsp
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#define RSpeedMark() int rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0
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#define RSpeedRemark() rsp = (r_speeds.ival>1)?Sys_DoubleTime()*1000000:0
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#if defined(_WIN32) && defined(GLQUAKE)
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extern void (_stdcall *qglFinish) (void);
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#define RSpeedEnd(spt) do {if(r_speeds.ival > 1){if(r_speeds.ival > 2 && qglFinish)qglFinish(); rspeeds[spt] += (int)(Sys_DoubleTime()*1000000) - rsp;}}while (0)
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#else
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#define RSpeedEnd(spt) rspeeds[spt] += (r_speeds.ival>1)?Sys_DoubleTime()*1000000 - rsp:0
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#endif
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#endif
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