mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 16:31:38 +00:00
e75cbadc11
rename some things. don't reload filesystem(twice) when quitting. add savegame_legacy command for saved games that can be loaded in vanilla engines. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4628 fc73d0e0-1445-4013-8a0c-d673dee63da5
1075 lines
24 KiB
C
1075 lines
24 KiB
C
#include "quakedef.h"
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#ifdef SWQUAKE
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#include "sw.h"
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#include "gl_draw.h"
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#include "shader.h"
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#include "renderque.h"
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#include "glquake.h"
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#if __STDC_VERSION__ >= 199901L
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//no need to do anything
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#elif defined(_MSC_VER)
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#define restrict __restrict
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#else
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#define restrict
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#endif
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/*
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Our software rendering basically works like this:
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main thread builds command:
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command contains vertex data in the command block
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main thread runs the vertex programs (much like q3) and performs matrix transforms (much like d3d)
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worker threads read each command sequentially:
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clip to viewport
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division of labour between worker threads works by interlacing.
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each thread gets a different set of scanlines to render.
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we can also trivially implement interlacing with this method
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*/
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cvar_t sw_interlace = CVAR("sw_interlace", "0");
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cvar_t sw_vthread = CVAR("sw_vthread", "0");
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cvar_t sw_fthreads = CVAR("sw_fthreads", "0");
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struct workqueue_s commandqueue;
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struct workqueue_s spanqueue;
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static void WT_Triangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
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{
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unsigned int tpix;
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#define SPAN_ST
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#define SPAN_Z
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#define PLOT_PIXEL(o) \
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{ \
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if (*zb >= z) \
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{ \
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*zb = z; \
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tpix = img->data[ \
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((unsigned)(s>>16)&img->pwidthmask) \
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+ (((unsigned)(t>>16)&img->pheightmask) * img->pitch) \
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]; \
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if (tpix&0xff000000) \
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o = tpix; \
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} \
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}
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#ifdef MSVCWORKSPROPERLY
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#include "sw_spans.h"
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#else
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/*
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this file is expected to be #included as the body of a real function
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to define create a new pixel shader, define PLOT_PIXEL(outval) at the top of your function and you're good to go
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//modifiers:
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SPAN_ST - interpolates S+T across the span. access with 'sc' and 'tc'
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affine... no perspective correction.
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*/
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{
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swvert_t *vt;
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int y;
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int secondhalf;
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int xl,xld, xr,xrd;
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#ifdef SPAN_ST
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int sl,sld, sd;
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int tl,tld, td;
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#endif
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#ifdef SPAN_Z
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int zl,zld, zd;
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#endif
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unsigned int *restrict outbuf;
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unsigned int *restrict ti;
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int i;
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const swvert_t *vlt,*vlb,*vrt,*vrb;
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int spanlen;
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int numspans;
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unsigned int *vplout;
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int dx, dy;
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int recalcside;
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int interlace;
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float fdx1,fdy1,fdx2,fdy2,fz,d1,d2;
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if (!img)
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return;
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/*we basically render a diamond
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that is, the single triangle is split into two triangles, outwards towards the midpoint and inwards to the final position.
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*/
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/*reorder the verticies for height*/
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if (v1->vcoord[1] > v2->vcoord[1])
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{
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vt = v1;
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v1 = v2;
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v2 = vt;
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}
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if (v1->vcoord[1] > v3->vcoord[1])
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{
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vt = v1;
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v1 = v3;
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v3 = vt;
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}
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if (v2->vcoord[1] > v3->vcoord[1])
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{
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vt = v3;
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v3 = v2;
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v2 = vt;
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}
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{
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const swvert_t *v[3];
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v[0] = v1;
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v[1] = v2;
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v[2] = v3;
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//reject triangles with any point offscreen, for now
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for (i = 0; i < 3; i++)
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{
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if (v[i]->vcoord[0] < 0 || v[i]->vcoord[0] >= th->vpwidth)
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return;
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if (v[i]->vcoord[1] < 0 || v[i]->vcoord[1] >= th->vpheight)
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return;
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// if (v[i]->vcoord[3] < 0)
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// return;
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}
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for (i = 0; i < 2; i++)
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{
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if (v[i]->vcoord[1] > v[i+1]->vcoord[1])
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return;
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}
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}
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fdx1 = v2->vcoord[0] - v1->vcoord[0];
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fdy1 = v2->vcoord[1] - v1->vcoord[1];
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fdx2 = v3->vcoord[0] - v1->vcoord[0];
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fdy2 = v3->vcoord[1] - v1->vcoord[1];
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fz = fdx1*fdy2 - fdx2*fdy1;
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if (fz == 0)
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{
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//weird angle...
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return;
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}
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fz = 1.0 / fz;
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fdx1 *= fz;
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fdy1 *= fz;
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fdx2 *= fz;
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fdy2 *= fz;
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#ifdef SPAN_ST //affine
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d1 = (v2->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
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d2 = (v3->tccoord[0] - v1->tccoord[0])*(img->pwidth<<16);
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sld = fdx1*d2 - fdx2*d1;
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sd = fdy2*d1 - fdy1*d2;
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d1 = (v2->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
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d2 = (v3->tccoord[1] - v1->tccoord[1])*(img->pheight<<16);
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tld = fdx1*d2 - fdx2*d1;
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td = fdy2*d1 - fdy1*d2;
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#endif
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#ifdef SPAN_Z
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d1 = (v2->vcoord[3] - v1->vcoord[3])*(1<<16);
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d2 = (v3->vcoord[3] - v1->vcoord[3])*(1<<16);
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zld = fdx1*d2 - fdx2*d1;
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zd = fdy2*d1 - fdy1*d2;
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#endif
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ti = img->data;
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y = v1->vcoord[1];
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for (secondhalf = 0; secondhalf <= 1; secondhalf++)
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{
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if (secondhalf)
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{
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if (numspans < 0)
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{
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interlace = -numspans;
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y+=interlace;
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numspans-=interlace;
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xl += xld*interlace;
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xr += xrd*interlace;
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vplout += th->vpcstride*interlace;
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#ifdef SPAN_ST
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sl += sld*interlace;
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tl += tld*interlace;
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#endif
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#ifdef SPAN_Z
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zl += zld*interlace;
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#endif
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}
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/*v2->v3*/
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if (fz <= 0)
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{
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vlt = v2;
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//vrt == v1;
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vlb = v3;
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//vrb == v3;
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recalcside = 1;
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#ifdef SPAN_ST
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sld -= (((long long)sd*xld)>>16);
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tld -= (((long long)td*xld)>>16);
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#endif
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#ifdef SPAN_Z
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zld -= (((long long)zd*xld)>>16);
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#endif
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}
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else
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{
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//vlt == v1;
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vrt = v2;
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///vlb == v3;
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vrb = v3;
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recalcside = 2;
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}
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//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
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numspans = v3->vcoord[1] - y;
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}
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else
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{
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vlt = v1;
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vrt = v1;
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/*v1->v2*/
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if (fz < 0)
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{
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vlb = v2;
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vrb = v3;
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}
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else
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{
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vlb = v3;
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vrb = v2;
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}
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recalcside = 3;
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//flip the triangle to keep it facing the screen (we swapped the verts almost randomly)
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numspans = v2->vcoord[1] - y;
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}
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if (recalcside & 1)
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{
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dx = (vlb->vcoord[0] - vlt->vcoord[0]);
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dy = (vlb->vcoord[1] - vlt->vcoord[1]);
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if (dy > 0)
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xld = (dx<<16) / dy;
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else
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xld = 0;
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xl = (int)vlt->vcoord[0]<<16;
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#ifdef SPAN_ST
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sl = vlt->tccoord[0] * (img->pwidth<<16);
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sld = sld + (((long long)sd*xld)>>16);
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tl = vlt->tccoord[1] * (img->pheight<<16);
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tld = tld + (((long long)td*xld)>>16);
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#endif
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#ifdef SPAN_Z
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zl = vlt->vcoord[3] * (1<<16);
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zld = zld + (((long long)zd*xld)>>16);
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#endif
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}
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if (recalcside & 2)
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{
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dx = (vrb->vcoord[0] - vrt->vcoord[0]);
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dy = (vrb->vcoord[1] - vrt->vcoord[1]);
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if (dy)
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xrd = (dx<<16) / dy;
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else
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xrd = 0;
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xr = (int)vrt->vcoord[0]<<16;
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}
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if (y + numspans >= th->vpheight)
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numspans = th->vpheight - y - 1;
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if (numspans <= 0)
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continue;
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vplout = th->vpcbuf + y * th->vpcstride; //this is a pointer to the left of the viewport buffer.
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interlace = ((y + th->interlaceline) % th->interlacemod);
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if (interlace)
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{
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if (interlace > numspans)
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{
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interlace = numspans;
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y+=interlace;
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}
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else
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{
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y+=interlace;
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numspans-=interlace;
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}
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xl += xld*interlace;
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xr += xrd*interlace;
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vplout += th->vpcstride*interlace;
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#ifdef SPAN_ST
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sl += sld*interlace;
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tl += tld*interlace;
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#endif
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#ifdef SPAN_Z
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zl += zld*interlace;
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#endif
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}
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for (; numspans > 0;
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numspans -= th->interlacemod
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,xl += xld*th->interlacemod
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,xr += xrd*th->interlacemod
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,vplout += th->vpcstride*th->interlacemod
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,y += th->interlacemod
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#ifdef SPAN_ST
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,sl += sld*th->interlacemod
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,tl += tld*th->interlacemod
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#endif
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#ifdef SPAN_Z
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,zl += zld*th->interlacemod
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#endif
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)
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{
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#ifdef SPAN_ST
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unsigned int s = sl;
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unsigned int t = tl;
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#endif
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#ifdef SPAN_Z
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unsigned int z = zl;
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unsigned int *restrict zb = th->vpdbuf + y * th->vpwidth + (xl>>16);
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#endif
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spanlen = (xr - xl)>>16;
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outbuf = vplout + (xl>>16);
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while(spanlen-->=0)
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{
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PLOT_PIXEL(*outbuf);
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outbuf++;
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#ifdef SPAN_ST
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s += sd;
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t += td;
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#endif
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#ifdef SPAN_Z
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z += zd;
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zb++;
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#endif
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}
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}
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}
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}
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#undef SPAN_ST
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#undef PLOT_PIXEL
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#endif
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}
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static void WT_Clip_Top(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = (1 - in->vcoord[1]) /
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(out->vcoord[1] - in->vcoord[1]);
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Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
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// result->vcoord[1] = 0;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Bottom(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = ((th->vpheight-2) - in->vcoord[1]) /
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(out->vcoord[1] - in->vcoord[1]);
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Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
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// result->vcoord[1] = vid.pixelheight-1;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Left(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = (1 - in->vcoord[0]) /
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(out->vcoord[0] - in->vcoord[0]);
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Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
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// result->vcoord[0] = 0;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Right(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float frac;
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frac = ((th->vpwidth-2) - in->vcoord[0]) /
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(out->vcoord[0] - in->vcoord[0]);
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Vector4Interpolate(in->vcoord, frac, out->vcoord, result->vcoord);
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// result->vcoord[0] = vid.pixelwidth-1;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Near(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float nearclip = 0;
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double frac;
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frac = (nearclip - in->vcoord[3]) /
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(out->vcoord[3] - in->vcoord[3]);
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VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
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result->vcoord[3] = nearclip;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static void WT_Clip_Far(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result)
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{
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float farclip = 1;
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double frac;
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frac = (farclip - in->vcoord[3]) /
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(out->vcoord[3] - in->vcoord[3]);
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VectorInterpolate(in->vcoord, frac, out->vcoord, result->vcoord);
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result->vcoord[3] = farclip;
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Vector2Interpolate(in->tccoord, frac, out->tccoord, result->tccoord);
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}
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static int WT_ClipPoly(swthread_t *th, int incount, swvert_t *inv, swvert_t *outv, int flag, void (*clip)(swthread_t *th, swvert_t *out, swvert_t *in, swvert_t *result))
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{
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int p, c;
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int result = 0;
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int pf, cf;
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if (incount < 3)
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return 0;
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for (p = incount - 1, c = 0; c < incount; p = c, c++)
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{
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pf = inv[p].clipflags & flag;
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cf = inv[c].clipflags & flag;
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if (pf && cf)
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continue; //both clipped, skip it now
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if (pf ^ cf)
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{
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//crossed... emit a new vertex on the boundary
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if (cf) //new is offscreen
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clip(th, &inv[c], &inv[p], &outv[result]);
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else
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clip(th, &inv[p], &inv[c], &outv[result]);
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outv[result].clipflags = 0;
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if (outv[result].vcoord[0] < 0)
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outv[result].clipflags |= CLIP_LEFT_FLAG;
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if (outv[result].vcoord[0] >= th->vpwidth)
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outv[result].clipflags |= CLIP_RIGHT_FLAG;
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if (outv[result].vcoord[1] < 0)
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outv[result].clipflags |= CLIP_TOP_FLAG;
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if (outv[result].vcoord[1] >= th->vpheight)
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outv[result].clipflags |= CLIP_BOTTOM_FLAG;
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if (outv[result].vcoord[3] < 0)
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outv[result].clipflags |= CLIP_NEAR_FLAG;
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if (outv[result].vcoord[3] > 1)
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outv[result].clipflags |= CLIP_FAR_FLAG;
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result++;
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}
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if (!cf)
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{
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outv[result] = inv[c];
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result++;
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}
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}
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return result;
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}
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//transform the vertex and calculate its final position.
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static int WT_TransformVertXY(swthread_t *th, swvert_t *v)
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{
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int result = 0;
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vec4_t tr;
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Matrix4x4_CM_Transform34(th->u.matrix, v->vcoord, tr);
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if (tr[3] != 1)
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{
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tr[0] /= tr[3];
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tr[1] /= tr[3];
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tr[2] /= tr[3];
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}
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|
|
v->vcoord[0] = (tr[0]+1)/2 * th->vpwidth;
|
|
if (v->vcoord[0] < 0)
|
|
result |= CLIP_LEFT_FLAG;
|
|
if (v->vcoord[0] >= th->vpwidth)
|
|
result |= CLIP_RIGHT_FLAG;
|
|
|
|
v->vcoord[1] = (tr[1]+1)/2 * th->vpheight;
|
|
if (v->vcoord[1] < 0)
|
|
result |= CLIP_TOP_FLAG;
|
|
if (v->vcoord[1] >= th->vpheight)
|
|
result |= CLIP_BOTTOM_FLAG;
|
|
v->clipflags = result;
|
|
|
|
return result;
|
|
}
|
|
|
|
static void WT_ClipTriangle(swthread_t *th, swimage_t *img, swvert_t *v1, swvert_t *v2, swvert_t *v3)
|
|
{
|
|
unsigned int cflags;
|
|
swvert_t final[2][64];
|
|
int list = 0;
|
|
int i;
|
|
int count;
|
|
|
|
//check the near/far planes.
|
|
v1->vcoord[3] = DotProduct(v1->vcoord, th->u.viewplane) - th->u.viewplane[3];
|
|
if (v1->vcoord[3] < 0) v1->clipflags = CLIP_NEAR_FLAG; else if (v1->vcoord[3] > 1) v1->clipflags = CLIP_FAR_FLAG; else v1->clipflags = 0;
|
|
v2->vcoord[3] = DotProduct(v2->vcoord, th->u.viewplane) - th->u.viewplane[3];
|
|
if (v2->vcoord[3] < 0) v2->clipflags = CLIP_NEAR_FLAG; else if (v2->vcoord[3] > 1) v2->clipflags = CLIP_FAR_FLAG; else v2->clipflags = 0;
|
|
v3->vcoord[3] = DotProduct(v3->vcoord, th->u.viewplane) - th->u.viewplane[3];
|
|
if (v3->vcoord[3] < 0) v3->clipflags = CLIP_NEAR_FLAG; else if (v3->vcoord[3] > 1) v3->clipflags = CLIP_FAR_FLAG; else v3->clipflags = 0;
|
|
|
|
if (v1->clipflags & v2->clipflags & v3->clipflags)
|
|
return; //all verticies are off at least one plane
|
|
cflags = v1->clipflags | v2->clipflags | v3->clipflags;
|
|
|
|
if (0)//!cflags)
|
|
{
|
|
//figure out the final 2d positions
|
|
cflags = 0;
|
|
for (i = 0; i < count; i++)
|
|
cflags |= WT_TransformVertXY(th, &final[list][i]);
|
|
|
|
}
|
|
else
|
|
{
|
|
final[list][0] = *v1;
|
|
final[list][1] = *v2;
|
|
final[list][2] = *v3;
|
|
count = 3;
|
|
|
|
//clip to the screen
|
|
if (cflags & CLIP_NEAR_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_NEAR_FLAG, WT_Clip_Near);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_FAR_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_FAR_FLAG, WT_Clip_Far);
|
|
list ^= 1;
|
|
}
|
|
|
|
//figure out the final 2d positions
|
|
cflags = 0;
|
|
for (i = 0; i < count; i++)
|
|
cflags |= WT_TransformVertXY(th, &final[list][i]);
|
|
}
|
|
|
|
//and clip those by the screen (instead of by plane, to try to prevent crashes)
|
|
if (cflags & CLIP_TOP_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_TOP_FLAG, WT_Clip_Top);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_BOTTOM_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_BOTTOM_FLAG, WT_Clip_Bottom);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_LEFT_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_LEFT_FLAG, WT_Clip_Left);
|
|
list ^= 1;
|
|
}
|
|
if (cflags & CLIP_RIGHT_FLAG)
|
|
{
|
|
count = WT_ClipPoly(th, count, final[list], final[list^1], CLIP_RIGHT_FLAG, WT_Clip_Right);
|
|
list ^= 1;
|
|
}
|
|
|
|
//draw the damn thing. FIXME: generate spans and push to a fragment thread.
|
|
for (i = 2; i < count; i++)
|
|
{
|
|
WT_Triangle(th, img, &final[list][0], &final[list][i-1], &final[list][i]);
|
|
}
|
|
}
|
|
|
|
void WQ_ClearBuffer(swthread_t *t, unsigned int *mbuf, qintptr_t stride, unsigned int clearval)
|
|
{
|
|
int y;
|
|
int x;
|
|
unsigned int *buf;
|
|
|
|
for (y = t->interlaceline; y < t->vpheight; y += t->interlacemod)
|
|
{
|
|
buf = mbuf + stride*y;
|
|
for (x = 0; x < (t->vpwidth & ~15);)
|
|
{
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
buf[x++] = clearval;
|
|
}
|
|
for (; x < t->vpwidth; )
|
|
buf[x++] = clearval;
|
|
}
|
|
}
|
|
|
|
qboolean WT_HandleCommand(swthread_t *t, wqcom_t *com)
|
|
{
|
|
index_t *idx;
|
|
int i;
|
|
switch(com->com.command)
|
|
{
|
|
case WTC_DIE:
|
|
t->readpoint += com->com.cmdsize;
|
|
return 1;
|
|
case WTC_NOOP:
|
|
break;
|
|
case WTC_NEWFRAME:
|
|
break;
|
|
case WTC_UNIFORMS:
|
|
memcpy(&t->u, &com->uniforms.u, sizeof(t->u));
|
|
break;
|
|
case WTC_VIEWPORT:
|
|
t->vpcbuf = com->viewport.cbuf;
|
|
t->vpdbuf = com->viewport.dbuf;
|
|
t->vpwidth = com->viewport.width;
|
|
t->vpheight = com->viewport.height;
|
|
t->vpcstride = com->viewport.stride;
|
|
if (!t->wq->numthreads)
|
|
{
|
|
t->interlacemod = com->viewport.interlace; //this many vthreads
|
|
t->interlaceline = com->viewport.framenum%com->viewport.interlace; //this vthread
|
|
}
|
|
else
|
|
{
|
|
t->interlacemod = t->wq->numthreads*com->viewport.interlace; //this many vthreads
|
|
t->interlaceline = (t->threadnum*com->viewport.interlace) + (com->viewport.framenum%com->viewport.interlace); //this vthread
|
|
}
|
|
|
|
if (com->viewport.clearcolour)
|
|
{
|
|
WQ_ClearBuffer(t, t->vpcbuf, t->vpcstride, 0);
|
|
}
|
|
if (com->viewport.cleardepth)
|
|
{
|
|
WQ_ClearBuffer(t, t->vpdbuf, t->vpwidth, ~0u);
|
|
}
|
|
break;
|
|
case WTC_TRIFAN:
|
|
for (i = 2; i < com->trifan.numverts; i++)
|
|
{
|
|
WT_ClipTriangle(t, com->trifan.texture, &com->trifan.verts[0], &com->trifan.verts[i-1], &com->trifan.verts[i]);
|
|
}
|
|
break;
|
|
case WTC_TRISOUP:
|
|
idx = (index_t*)(com->trisoup.verts + com->trisoup.numverts);
|
|
for (i = 0; i < com->trisoup.numidx; i+=3, idx+=3)
|
|
{
|
|
WT_ClipTriangle(t, com->trisoup.texture, &com->trisoup.verts[idx[0]], &com->trisoup.verts[idx[1]], &com->trisoup.verts[idx[2]]);
|
|
}
|
|
break;
|
|
case WTC_SPANS:
|
|
break;
|
|
default:
|
|
Sys_Printf("Unknown render command!\n");
|
|
break;
|
|
}
|
|
t->readpoint += com->com.cmdsize;
|
|
return false;
|
|
}
|
|
|
|
int WT_Main(void *ptr)
|
|
{
|
|
wqcom_t *com;
|
|
swthread_t *t = ptr;
|
|
for(;;)
|
|
{
|
|
if (t->readpoint == t->wq->pos)
|
|
{
|
|
Sys_Sleep(0);
|
|
continue;
|
|
}
|
|
com = (wqcom_t*)&t->wq->queue[t->readpoint & WQ_MASK];
|
|
if (WT_HandleCommand(t, com))
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
void SWRast_EndCommand(struct workqueue_s *wq, wqcom_t *com)
|
|
{
|
|
wq->pos += com->com.cmdsize;
|
|
|
|
if (!wq->numthreads)
|
|
{
|
|
//immediate mode
|
|
WT_HandleCommand(wq->swthreads, com);
|
|
}
|
|
}
|
|
wqcom_t *SWRast_BeginCommand(struct workqueue_s *wq, int cmdtype, unsigned int size)
|
|
{
|
|
wqcom_t *com;
|
|
//round the command size up, so we always have space for a noop/wrap if needed
|
|
size = (size + sizeof(com->align)) & ~(sizeof(com->align)-1);
|
|
|
|
//generate a noop if we don't have enough space for the command
|
|
if ((wq->pos&WQ_MASK) + size > WQ_SIZE)
|
|
{
|
|
// SWRast_Sync();
|
|
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
|
|
com->com.cmdsize = WQ_SIZE - wq->pos&WQ_MASK;
|
|
com->com.command = WTC_NOOP;
|
|
SWRast_EndCommand(wq, com);
|
|
}
|
|
|
|
com = (wqcom_t *)&wq->queue[wq->pos&WQ_MASK];
|
|
com->com.cmdsize = size;
|
|
com->com.command = cmdtype;
|
|
|
|
return com;
|
|
}
|
|
void SWRast_Sync(struct workqueue_s *wq)
|
|
{
|
|
int i;
|
|
swthread_t *t;
|
|
|
|
for (i = 0; i < wq->numthreads; i++)
|
|
{
|
|
t = &wq->swthreads[i];
|
|
while (t->readpoint != wq->pos)
|
|
;
|
|
}
|
|
|
|
//all worker threads are up to speed
|
|
}
|
|
void SWRast_CreateThreadPool(struct workqueue_s *wq, int numthreads)
|
|
{
|
|
int i = 0;
|
|
swthread_t *t;
|
|
wq->pos = 0;
|
|
numthreads = ((numthreads > WQ_MAXTHREADS)?WQ_MAXTHREADS:numthreads);
|
|
#ifdef MULTITHREAD
|
|
for (i = 0; i < numthreads; i++)
|
|
{
|
|
t = &wq->swthreads[i];
|
|
t->threadnum = i;
|
|
t->thread = Sys_CreateThread("swrast", WT_Main, t, THREADP_NORMAL, 0);
|
|
if (!t->thread)
|
|
break;
|
|
}
|
|
#else
|
|
numthreads = 0;
|
|
#endif
|
|
wq->numthreads = i;
|
|
|
|
if (i == 0)
|
|
numthreads = 1;
|
|
else
|
|
numthreads = i;
|
|
for (i = 0; i < numthreads; i++)
|
|
{
|
|
wq->swthreads[i].readpoint = wq->pos;
|
|
wq->swthreads[i].wq = wq;
|
|
}
|
|
}
|
|
void SWRast_TerminateThreadPool(struct workqueue_s *wq)
|
|
{
|
|
int i;
|
|
wqcom_t *com = SWRast_BeginCommand(wq, WTC_DIE, sizeof(com->com));
|
|
SWRast_EndCommand(wq, com);
|
|
#ifdef MULTITHREAD
|
|
for (i = 0; i < wq->numthreads; i++)
|
|
{
|
|
Sys_WaitOnThread(wq->swthreads[i].thread);
|
|
}
|
|
#endif
|
|
wq->numthreads = 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void SW_Draw_Init(void)
|
|
{
|
|
R2D_Init();
|
|
|
|
R_InitFlashblends();
|
|
}
|
|
void SW_Draw_Shutdown(void)
|
|
{
|
|
R2D_Shutdown();
|
|
}
|
|
void SW_R_Init(void)
|
|
{
|
|
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
|
|
sw_vthread.modified = true;
|
|
}
|
|
void SW_R_DeInit(void)
|
|
{
|
|
SWRast_TerminateThreadPool(&commandqueue);
|
|
}
|
|
void SW_R_RenderView(void)
|
|
{
|
|
extern cvar_t gl_screenangle;
|
|
extern cvar_t gl_mindist;
|
|
vec3_t newa;
|
|
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
|
|
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
|
|
r_refdef.flags |= RDF_NOWORLDMODEL;
|
|
|
|
// R_SetupGL ();
|
|
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
VectorCopy (r_refdef.vieworg, r_origin);
|
|
if (r_refdef.useperspective)
|
|
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, r_refdef.fov_x, r_refdef.fov_y, gl_mindist.value);
|
|
else
|
|
{
|
|
if (gl_maxdist.value>=1)
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, -r_refdef.fov_x/2, r_refdef.fov_x/2, -r_refdef.fov_y/2, r_refdef.fov_y/2, -gl_maxdist.value, gl_maxdist.value);
|
|
else
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
|
|
}
|
|
VectorCopy(r_refdef.viewangles, newa);
|
|
newa[0] = r_refdef.viewangles[0];
|
|
newa[1] = r_refdef.viewangles[1];
|
|
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
|
|
Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_refdef.vieworg);
|
|
|
|
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
|
|
|
RQ_BeginFrame();
|
|
|
|
Surf_DrawWorld (); // adds static entities to the list
|
|
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
// R_DrawDecals();
|
|
|
|
R_RenderDlights ();
|
|
|
|
RQ_RenderBatchClear();
|
|
|
|
cl_numvisedicts = tmpvisents;
|
|
}
|
|
void SW_R_NewMap(void)
|
|
{
|
|
char namebuf[MAX_QPATH];
|
|
extern cvar_t host_mapname, r_shadow_realtime_dlight, r_shadow_realtime_world;
|
|
int i;
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
d_lightstylevalue[i] = 264; // normal light value
|
|
|
|
memset (&r_worldentity, 0, sizeof(r_worldentity));
|
|
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
|
|
VectorInverse(r_worldentity.axis[1]);
|
|
r_worldentity.model = cl.worldmodel;
|
|
Vector4Set(r_worldentity.shaderRGBAf, 1, 1, 1, 1);
|
|
|
|
|
|
COM_StripExtension(COM_SkipPath(cl.worldmodel->name), namebuf, sizeof(namebuf));
|
|
Cvar_Set(&host_mapname, namebuf);
|
|
|
|
Surf_DeInit();
|
|
|
|
r_viewleaf = NULL;
|
|
r_viewcluster = -1;
|
|
r_oldviewcluster = 0;
|
|
r_viewcluster2 = -1;
|
|
|
|
Mod_ParseInfoFromEntityLump(cl.worldmodel, cl.worldmodel->entities, cl.worldmodel->name);
|
|
|
|
P_ClearParticles ();
|
|
Surf_WipeStains();
|
|
CL_RegisterParticles();
|
|
Surf_BuildLightmaps ();
|
|
|
|
|
|
#ifdef VM_UI
|
|
UI_Reset();
|
|
#endif
|
|
|
|
TP_NewMap();
|
|
R_SetSky(cl.skyname);
|
|
|
|
#ifdef MAP_PROC
|
|
if (cl.worldmodel->fromgame == fg_doom3)
|
|
D3_GenerateAreas(cl.worldmodel);
|
|
#endif
|
|
|
|
#ifdef RTLIGHTS
|
|
Sh_PreGenerateLights();
|
|
#endif
|
|
}
|
|
void SW_R_PreNewMap(void)
|
|
{
|
|
r_viewleaf = NULL;
|
|
r_oldviewleaf = NULL;
|
|
r_viewleaf2 = NULL;
|
|
r_oldviewleaf2 = NULL;
|
|
}
|
|
void SW_SCR_UpdateScreen(void)
|
|
{
|
|
wqcom_t *com;
|
|
|
|
extern cvar_t gl_screenangle;
|
|
float w = vid.width, h = vid.height;
|
|
|
|
r_refdef.time = realtime;
|
|
|
|
SWBE_Set2D();
|
|
|
|
SWRast_Sync(&commandqueue);
|
|
SWRast_Sync(&spanqueue);
|
|
SW_VID_SwapBuffers();
|
|
if (sw_vthread.modified)
|
|
{
|
|
SWRast_TerminateThreadPool(&commandqueue);
|
|
SWRast_CreateThreadPool(&commandqueue, sw_vthread.ival?1:0);
|
|
sw_vthread.modified = false;
|
|
}
|
|
if (sw_fthreads.modified)
|
|
{
|
|
SWRast_TerminateThreadPool(&spanqueue);
|
|
SWRast_CreateThreadPool(&spanqueue, sw_fthreads.ival);
|
|
sw_fthreads.modified = false;
|
|
}
|
|
|
|
com = SWRast_BeginCommand(&commandqueue, WTC_VIEWPORT, sizeof(com->viewport));
|
|
com->viewport.interlace = bound(0, sw_interlace.ival, 15)+1;
|
|
com->viewport.clearcolour = r_clear.ival;
|
|
com->viewport.cleardepth = true;
|
|
SW_VID_UpdateViewport(com);
|
|
SWRast_EndCommand(&commandqueue, com);
|
|
|
|
Shader_DoReload();
|
|
|
|
//FIXME: playfilm/editor+q3ui
|
|
SCR_SetUpToDrawConsole ();
|
|
|
|
if (cls.state == ca_active)
|
|
{
|
|
if (!CSQC_DrawView())
|
|
V_RenderView ();
|
|
|
|
R2D_PolyBlend ();
|
|
R2D_BrightenScreen();
|
|
}
|
|
|
|
SCR_DrawTwoDimensional(0, 0);
|
|
|
|
V_UpdatePalette (false);
|
|
}
|
|
|
|
void SW_VBO_Begin(vbobctx_t *ctx, unsigned int maxsize)
|
|
{
|
|
}
|
|
void SW_VBO_Data(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray)
|
|
{
|
|
}
|
|
void SW_VBO_Finish(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray)
|
|
{
|
|
}
|
|
void SW_VBO_Destroy(vboarray_t *vearray)
|
|
{
|
|
}
|
|
void SWBE_Scissor(srect_t *rect)
|
|
{
|
|
}
|
|
|
|
rendererinfo_t swrendererinfo =
|
|
{
|
|
"Software Renderer",
|
|
{
|
|
"sw",
|
|
"Software",
|
|
"SoftRast",
|
|
},
|
|
QR_SOFTWARE,
|
|
|
|
SW_Draw_Init,
|
|
SW_Draw_Shutdown,
|
|
|
|
SW_LoadTexture,
|
|
SW_LoadTexture8Pal24,
|
|
SW_LoadTexture8Pal32,
|
|
SW_LoadCompressed,
|
|
SW_FindTexture,
|
|
SW_AllocNewTexture,
|
|
SW_Upload,
|
|
SW_DestroyTexture,
|
|
|
|
SW_R_Init,
|
|
SW_R_DeInit,
|
|
SW_R_RenderView,
|
|
|
|
SW_R_NewMap,
|
|
SW_R_PreNewMap,
|
|
|
|
SW_VID_Init,
|
|
SW_VID_DeInit,
|
|
SW_VID_SwapBuffers,
|
|
SW_VID_ApplyGammaRamps,
|
|
SW_VID_SetWindowCaption,
|
|
SW_VID_GetRGBInfo,
|
|
|
|
SW_SCR_UpdateScreen,
|
|
|
|
SWBE_SelectMode,
|
|
SWBE_DrawMesh_List,
|
|
SWBE_DrawMesh_Single,
|
|
SWBE_SubmitBatch,
|
|
SWBE_GetTempBatch,
|
|
SWBE_DrawWorld,
|
|
SWBE_Init,
|
|
SWBE_GenBrushModelVBO,
|
|
SWBE_ClearVBO,
|
|
SWBE_UploadAllLightmaps,
|
|
SWBE_SelectEntity,
|
|
SWBE_SelectDLight,
|
|
SWBE_Scissor,
|
|
SWBE_LightCullModel,
|
|
|
|
SW_VBO_Begin,
|
|
SW_VBO_Data,
|
|
SW_VBO_Finish,
|
|
SW_VBO_Destroy,
|
|
|
|
SWBE_RenderToTextureUpdate2d,
|
|
|
|
"no more"
|
|
};
|
|
#endif
|