mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
83ec5e427f
Reverted clipping change, its not stable enough. Optimised player prediction/tracing. Framerates are a little more competitive now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3549 fc73d0e0-1445-4013-8a0c-d673dee63da5
517 lines
16 KiB
C
517 lines
16 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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typedef union {
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unsigned int num;
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#ifdef D3DQUAKE
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void *ptr;
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#endif
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} texid_t;
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static const texid_t r_nulltex = {0};
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#define TEXVALID(t) ((t).num!=0)
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#ifdef D3DQUAKE
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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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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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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;
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float shaderTime;
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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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struct player_info_s *scoreboard; // identify player
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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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typedef struct
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{
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vrect_t vrect; // subwindow in video for refresh
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// FIXME: not need vrect next field here?
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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;
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int flags;
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int currentplayernum;
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float time;
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float m_projection[16];
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float m_view[16];
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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 flipcull; /*reflected/flipped view, requires inverted culling*/
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qboolean useperspective; /*not orthographic*/
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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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//gl_alias.c
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void R_DrawGAliasModel (entity_t *e, unsigned int rmode);
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//r_surf.c
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struct model_s;
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struct msurface_s;
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void Surf_DrawWorld(void);
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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);
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void Surf_BuildSurfaceDisplayList (struct model_s *mod, struct msurface_s *fa);
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void Surf_RenderDynamicLightmaps (struct msurface_s *fa, int shift);
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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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struct mesh_s *meshchain;
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qboolean modified;
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qboolean deluxmodified;
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glRect_t rectchange;
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glRect_t deluxrectchange;
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int allocated[LMBLOCK_WIDTH];
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qbyte lightmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT];
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qbyte deluxmaps[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //fixme: make seperate structure for easy disabling with less memory usage.
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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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#endif
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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 R_DrawPortal(struct batch_s *batch);
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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 MediaGL_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette);
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void MediaGL_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight); //top down
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void MediaGL_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight); //input is bottom up...
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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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int GLR_LightPoint (vec3_t p);
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#endif
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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_NOPICMIP = 1<<1,
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IF_NOMIPMAP = 1<<2,
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IF_NOALPHA = 1<<3,
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IF_NOGAMMA = 1<<4
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};
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enum uploadfmt
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{
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TF_INVALID,
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TF_RGBA32, /*rgba byte order*/
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TF_BGRA32, /*bgra byte order*/
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TF_RGBX32, /*rgb byte order, with extra wasted byte after blue*/
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TF_RGB24, /*bgr byte order, no alpha channel nor pad, and top down*/
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TF_BGR24_FLIP, /*bgr byte order, no alpha channel nor pad, and bottom up*/
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TF_SOLID8, /*8bit quake-palette image*/
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TF_TRANS8, /*8bit quake-palette image, index 255=transparent*/
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TF_TRANS8_FULLBRIGHT, /*fullbright 8 - fullbright texels have alpha 255, everything else 0*/
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TF_HEIGHT8, /*image data is greyscale, convert to a normalmap and load that, uploaded alpha contains the original heights*/
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TF_HEIGHT8PAL, /*source data is palette values rather than actual heights, generate a fallback heightmap*/
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TF_H2_T7G1, /*8bit data, odd indexes give greyscale transparence*/
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TF_H2_TRANS8_0, /*8bit data, 0 is transparent, not 255*/
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TF_H2_T4A4, /*8bit data, weird packing*/
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/*anything below requires a palette*/
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TF_PALETTES,
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TF_8PAL24,
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TF_8PAL32
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};
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#if defined(GLQUAKE) && defined(D3DQUAKE)
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#define R_LoadTexture8Pal32(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal32(skinname, width, height, data, palette, usemips, alpha))
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#define R_LoadTexture8Pal24(skinname,width,height,data,palette,usemips,alpha) ((qrenderer == QR_DIRECT3D)?D3D_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha):GL_LoadTexture8Pal24(skinname, width, height, data, palette, usemips, alpha))
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#define R_FindTexture(name) ((qrenderer == QR_DIRECT3D)?D3D_FindTexture(name):GL_FindTexture(name))
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#define R_LoadCompressed(name) ((qrenderer == QR_DIRECT3D)?D3D_LoadCompressed(name):GL_LoadCompressed(name))
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#elif defined(D3DQUAKE)
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#define R_LoadTexture8Pal32 D3D_LoadTexture8Pal32
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#define R_LoadTexture8Pal24 D3D_LoadTexture8Pal24
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#define R_FindTexture D3D_FindTexture
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#define R_LoadCompressed D3D_LoadCompressed
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#define R_AllocNewTexture D3D_AllocNewTexture
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#define R_Upload D3D_UploadFmt
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#define R_LoadTexture D3D_LoadTextureFmt
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#define R_DestroyTexture(tno) 0
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#elif defined(GLQUAKE)
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#define R_LoadTexture8Pal32 GL_LoadTexture8Pal32
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#define R_LoadTexture8Pal24 GL_LoadTexture8Pal24
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#define R_FindTexture GL_FindTexture
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#define R_LoadCompressed GL_LoadCompressed
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#define R_AllocNewTexture(w,h) GL_AllocNewTexture()
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#define R_Upload GL_UploadFmt
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#define R_LoadTexture GL_LoadTextureFmt
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#define R_DestroyTexture GL_DestroyTexture
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#endif
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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_t GL_AllocNewTexture(void);
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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_t 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 D3D_AllocNewTexture(int width, int height);
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void D3D_UploadFmt(texid_t tex, char *name, enum uploadfmt fmt, void *data, int width, int height, unsigned int flags);
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texid_t D3D_LoadTextureFmt (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
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texid_t D3D_LoadCompressed(char *name);
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texid_t D3D_FindTexture (char *identifier);
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texid_t D3D_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
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texid_t D3D_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
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#endif
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extern int image_width, image_height;
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texid_t R_LoadReplacementTexture(char *name, char *subpath, unsigned int flags);
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texid_t R_LoadHiResTexture(char *name, char *subpath, unsigned int flags);
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texid_t 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 GL_ParallelPerspective(double xmin, double xmax, double ymax, double ymin, double znear, double zfar);
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void GL_InfinatePerspective(double fovx, double fovy, double zNear);
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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void RMod_Init (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_FrameDuration(struct model_s *model, int frameno);
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void RMod_ClearAll (void);
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struct model_s *RMod_ForName (char *name, qboolean crash);
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struct model_s *RMod_FindName (char *name);
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void *RMod_Extradata (struct model_s *mod); // handles caching
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void RMod_TouchModel (char *name);
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struct mleaf_s *RMod_PointInLeaf (struct model_s *model, float *p);
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void RMod_Think (void);
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void RMod_NowLoadExternal(void);
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void GLR_LoadSkys (void);
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void R_BloomRegister(void);
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#endif
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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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double Media_TweekCaptureFrameTime(double time);
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void MYgluPerspective(double fovx, double fovy, double zNear, double zFar);
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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 (struct texture_s *base);
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void RQ_Init(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, 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_shadow_realtime_dlight, r_shadow_realtime_dlight_shadows;
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extern cvar_t r_shadow_realtime_world,r_shadow_realtime_world_shadows;
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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_dynamic;
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extern cvar_t r_novis;
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extern cvar_t r_netgraph;
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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 gl_clear;
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extern cvar_t gl_poly;
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extern cvar_t gl_smoothmodels;
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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_keeptjunctions;
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extern cvar_t gl_reporttjunctions;
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extern cvar_t r_flashblend;
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extern cvar_t r_lightstylesmooth;
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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 d_palconvwrite;
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extern cvar_t d_palremapsize;
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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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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_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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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?Sys_DoubleTime()*1000000:0
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#define RSpeedRemark() rsp = r_speeds.ival?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 && 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.value?Sys_DoubleTime()*1000000 - rsp:0
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#endif
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#endif
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