mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-29 23:22:55 +00:00
535 lines
14 KiB
C
535 lines
14 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
Copyright (C) 1999-2005 Id Software, Inc.
|
||
|
|
||
|
This file is part of Quake III Arena source code.
|
||
|
|
||
|
Quake III Arena source code is free software; you can redistribute it
|
||
|
and/or modify it under the terms of the GNU General Public License as
|
||
|
published by the Free Software Foundation; either version 2 of the License,
|
||
|
or (at your option) any later version.
|
||
|
|
||
|
Quake III Arena source code is distributed in the hope that it will be
|
||
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Quake III Arena source code; if not, write to the Free Software
|
||
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "tr_local.h"
|
||
|
|
||
|
int r_firstSceneDrawSurf;
|
||
|
|
||
|
int r_numdlights;
|
||
|
int r_firstSceneDlight;
|
||
|
|
||
|
int r_numentities;
|
||
|
int r_firstSceneEntity;
|
||
|
|
||
|
int r_numpolys;
|
||
|
int r_firstScenePoly;
|
||
|
|
||
|
int r_numpolyverts;
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
R_ToggleSmpFrame
|
||
|
|
||
|
====================
|
||
|
*/
|
||
|
void R_ToggleSmpFrame( void ) {
|
||
|
if ( r_smp->integer ) {
|
||
|
// use the other buffers next frame, because another CPU
|
||
|
// may still be rendering into the current ones
|
||
|
tr.smpFrame ^= 1;
|
||
|
} else {
|
||
|
tr.smpFrame = 0;
|
||
|
}
|
||
|
|
||
|
backEndData[tr.smpFrame]->commands.used = 0;
|
||
|
|
||
|
r_firstSceneDrawSurf = 0;
|
||
|
|
||
|
r_numdlights = 0;
|
||
|
r_firstSceneDlight = 0;
|
||
|
|
||
|
r_numentities = 0;
|
||
|
r_firstSceneEntity = 0;
|
||
|
|
||
|
r_numpolys = 0;
|
||
|
r_firstScenePoly = 0;
|
||
|
|
||
|
r_numpolyverts = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
RE_ClearScene
|
||
|
|
||
|
====================
|
||
|
*/
|
||
|
void RE_ClearScene( void ) {
|
||
|
r_firstSceneDlight = r_numdlights;
|
||
|
r_firstSceneEntity = r_numentities;
|
||
|
r_firstScenePoly = r_numpolys;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
DISCRETE POLYS
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
R_AddPolygonSurfaces
|
||
|
|
||
|
Adds all the scene's polys into this view's drawsurf list
|
||
|
=====================
|
||
|
*/
|
||
|
void R_AddPolygonSurfaces( void ) {
|
||
|
int i;
|
||
|
shader_t *sh;
|
||
|
srfPoly_t *poly;
|
||
|
// JBravo: Fog fixes
|
||
|
int fogMask;
|
||
|
|
||
|
tr.currentEntityNum = REFENTITYNUM_WORLD;
|
||
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
|
||
|
fogMask = -((tr.refdef.rdflags & RDF_NOFOG) == 0);
|
||
|
|
||
|
for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
|
||
|
sh = R_GetShaderByHandle( poly->hShader );
|
||
|
R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex & fogMask, qfalse, qfalse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
RE_AddPolyToScene
|
||
|
|
||
|
=====================
|
||
|
*/
|
||
|
void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
|
||
|
srfPoly_t *poly;
|
||
|
int i, j;
|
||
|
int fogIndex;
|
||
|
fog_t *fog;
|
||
|
vec3_t bounds[2];
|
||
|
|
||
|
if ( !tr.registered ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !hShader ) {
|
||
|
// This isn't a useful warning, and an hShader of zero isn't a null shader, it's
|
||
|
// the default shader.
|
||
|
//ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
|
||
|
//return;
|
||
|
}
|
||
|
|
||
|
for ( j = 0; j < numPolys; j++ ) {
|
||
|
if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
|
||
|
/*
|
||
|
NOTE TTimo this was initially a PRINT_WARNING
|
||
|
but it happens a lot with high fighting scenes and particles
|
||
|
since we don't plan on changing the const and making for room for those effects
|
||
|
simply cut this message to developer only
|
||
|
*/
|
||
|
ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
|
||
|
poly->surfaceType = SF_POLY;
|
||
|
poly->hShader = hShader;
|
||
|
poly->numVerts = numVerts;
|
||
|
poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
|
||
|
|
||
|
Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
|
||
|
|
||
|
if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
|
||
|
poly->verts->modulate[0] = 255;
|
||
|
poly->verts->modulate[1] = 255;
|
||
|
poly->verts->modulate[2] = 255;
|
||
|
poly->verts->modulate[3] = 255;
|
||
|
}
|
||
|
// done.
|
||
|
r_numpolys++;
|
||
|
r_numpolyverts += numVerts;
|
||
|
|
||
|
// if no world is loaded
|
||
|
if ( tr.world == NULL ) {
|
||
|
fogIndex = 0;
|
||
|
}
|
||
|
// see if it is in a fog volume
|
||
|
else if ( tr.world->numfogs == 1 ) {
|
||
|
fogIndex = 0;
|
||
|
} else {
|
||
|
// find which fog volume the poly is in
|
||
|
VectorCopy( poly->verts[0].xyz, bounds[0] );
|
||
|
VectorCopy( poly->verts[0].xyz, bounds[1] );
|
||
|
for ( i = 1 ; i < poly->numVerts ; i++ ) {
|
||
|
AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
|
||
|
}
|
||
|
for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
|
||
|
fog = &tr.world->fogs[fogIndex];
|
||
|
if ( bounds[1][0] >= fog->bounds[0][0]
|
||
|
&& bounds[1][1] >= fog->bounds[0][1]
|
||
|
&& bounds[1][2] >= fog->bounds[0][2]
|
||
|
&& bounds[0][0] <= fog->bounds[1][0]
|
||
|
&& bounds[0][1] <= fog->bounds[1][1]
|
||
|
&& bounds[0][2] <= fog->bounds[1][2] ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( fogIndex == tr.world->numfogs ) {
|
||
|
fogIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
poly->fogIndex = fogIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//=================================================================================
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
RE_AddRefEntityToScene
|
||
|
|
||
|
=====================
|
||
|
*/
|
||
|
void RE_AddRefEntityToScene( const refEntity_t *ent ) {
|
||
|
#ifdef REACTION
|
||
|
// JBravo: Mirrored models
|
||
|
vec3_t cross;
|
||
|
#endif
|
||
|
|
||
|
if ( !tr.registered ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( r_numentities >= MAX_REFENTITIES ) {
|
||
|
ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n");
|
||
|
return;
|
||
|
}
|
||
|
if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
|
||
|
static qboolean firstTime = qtrue;
|
||
|
if (firstTime) {
|
||
|
firstTime = qfalse;
|
||
|
ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
|
||
|
ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
|
||
|
}
|
||
|
|
||
|
backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
|
||
|
backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
|
||
|
|
||
|
#ifdef REACTION
|
||
|
// JBravo: Mirrored models
|
||
|
CrossProduct(ent->axis[0], ent->axis[1], cross);
|
||
|
backEndData[tr.smpFrame]->entities[r_numentities].mirrored = (DotProduct(ent->axis[2], cross) < 0.f);
|
||
|
#endif
|
||
|
|
||
|
r_numentities++;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
RE_AddDynamicLightToScene
|
||
|
|
||
|
=====================
|
||
|
*/
|
||
|
void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
|
||
|
dlight_t *dl;
|
||
|
|
||
|
if ( !tr.registered ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( r_numdlights >= MAX_DLIGHTS ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( intensity <= 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
// these cards don't have the correct blend mode
|
||
|
if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
|
||
|
return;
|
||
|
}
|
||
|
dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
|
||
|
VectorCopy (org, dl->origin);
|
||
|
dl->radius = intensity;
|
||
|
dl->color[0] = r;
|
||
|
dl->color[1] = g;
|
||
|
dl->color[2] = b;
|
||
|
dl->additive = additive;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
RE_AddLightToScene
|
||
|
|
||
|
=====================
|
||
|
*/
|
||
|
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
|
||
|
RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
RE_AddAdditiveLightToScene
|
||
|
|
||
|
=====================
|
||
|
*/
|
||
|
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
|
||
|
RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
@@@@@@@@@@@@@@@@@@@@@
|
||
|
RE_RenderScene
|
||
|
|
||
|
Draw a 3D view into a part of the window, then return
|
||
|
to 2D drawing.
|
||
|
|
||
|
Rendering a scene may require multiple views to be rendered
|
||
|
to handle mirrors,
|
||
|
@@@@@@@@@@@@@@@@@@@@@
|
||
|
*/
|
||
|
void RE_RenderScene( const refdef_t *fd ) {
|
||
|
viewParms_t parms;
|
||
|
int startTime;
|
||
|
|
||
|
if ( !tr.registered ) {
|
||
|
return;
|
||
|
}
|
||
|
GLimp_LogComment( "====== RE_RenderScene =====\n" );
|
||
|
|
||
|
if ( r_norefresh->integer ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
startTime = ri.Milliseconds();
|
||
|
|
||
|
if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
|
||
|
ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
|
||
|
}
|
||
|
|
||
|
Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
|
||
|
|
||
|
tr.refdef.x = fd->x;
|
||
|
tr.refdef.y = fd->y;
|
||
|
tr.refdef.width = fd->width;
|
||
|
tr.refdef.height = fd->height;
|
||
|
tr.refdef.fov_x = fd->fov_x;
|
||
|
tr.refdef.fov_y = fd->fov_y;
|
||
|
|
||
|
VectorCopy( fd->vieworg, tr.refdef.vieworg );
|
||
|
VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
|
||
|
VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
|
||
|
VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
|
||
|
|
||
|
tr.refdef.time = fd->time;
|
||
|
tr.refdef.rdflags = fd->rdflags;
|
||
|
|
||
|
// copy the areamask data over and note if it has changed, which
|
||
|
// will force a reset of the visible leafs even if the view hasn't moved
|
||
|
tr.refdef.areamaskModified = qfalse;
|
||
|
if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
|
||
|
int areaDiff;
|
||
|
int i;
|
||
|
|
||
|
// compare the area bits
|
||
|
areaDiff = 0;
|
||
|
for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
|
||
|
areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
|
||
|
((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
|
||
|
}
|
||
|
|
||
|
if ( areaDiff ) {
|
||
|
// a door just opened or something
|
||
|
tr.refdef.areamaskModified = qtrue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tr.refdef.sunDir[3] = 0.0f;
|
||
|
tr.refdef.sunCol[3] = 1.0f;
|
||
|
tr.refdef.sunAmbCol[3] = 1.0f;
|
||
|
|
||
|
VectorCopy(tr.sunDirection, tr.refdef.sunDir);
|
||
|
if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
|
||
|
tr.refdef.colorScale = 1.0f;
|
||
|
VectorSet(tr.refdef.sunCol, 0, 0, 0);
|
||
|
VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
|
||
|
}
|
||
|
else if (r_forceSun->integer == 1)
|
||
|
{
|
||
|
float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
|
||
|
tr.refdef.colorScale = r_forceSunMapLightScale->value;
|
||
|
VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
|
||
|
VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
|
||
|
tr.refdef.colorScale = tr.mapLightScale;
|
||
|
VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
|
||
|
VectorScale(tr.sunAmbient, scale, tr.refdef.sunAmbCol);
|
||
|
}
|
||
|
|
||
|
if (r_forceAutoExposure->integer)
|
||
|
{
|
||
|
tr.refdef.autoExposureMinMax[0] = r_forceAutoExposureMin->value;
|
||
|
tr.refdef.autoExposureMinMax[1] = r_forceAutoExposureMax->value;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tr.refdef.autoExposureMinMax[0] = tr.autoExposureMinMax[0];
|
||
|
tr.refdef.autoExposureMinMax[1] = tr.autoExposureMinMax[1];
|
||
|
}
|
||
|
|
||
|
if (r_forceToneMap->integer)
|
||
|
{
|
||
|
tr.refdef.toneMinAvgMaxLinear[0] = pow(2, r_forceToneMapMin->value);
|
||
|
tr.refdef.toneMinAvgMaxLinear[1] = pow(2, r_forceToneMapAvg->value);
|
||
|
tr.refdef.toneMinAvgMaxLinear[2] = pow(2, r_forceToneMapMax->value);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tr.refdef.toneMinAvgMaxLinear[0] = pow(2, tr.toneMinAvgMaxLevel[0]);
|
||
|
tr.refdef.toneMinAvgMaxLinear[1] = pow(2, tr.toneMinAvgMaxLevel[1]);
|
||
|
tr.refdef.toneMinAvgMaxLinear[2] = pow(2, tr.toneMinAvgMaxLevel[2]);
|
||
|
}
|
||
|
|
||
|
//#ifdef REACTION
|
||
|
// Makro - copy exta info if present
|
||
|
if (fd->rdflags & RDF_EXTRA) {
|
||
|
const refdefex_t* extra = (const refdefex_t*) (fd+1);
|
||
|
|
||
|
tr.refdef.blurFactor = extra->blurFactor;
|
||
|
|
||
|
if (fd->rdflags & RDF_SUNLIGHT)
|
||
|
{
|
||
|
VectorCopy(extra->sunDir, tr.refdef.sunDir);
|
||
|
VectorCopy(extra->sunCol, tr.refdef.sunCol);
|
||
|
VectorCopy(extra->sunAmbCol, tr.refdef.sunAmbCol);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tr.refdef.blurFactor = 0.0f;
|
||
|
}
|
||
|
//#endif
|
||
|
|
||
|
// derived info
|
||
|
|
||
|
tr.refdef.floatTime = tr.refdef.time * 0.001f;
|
||
|
|
||
|
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
|
||
|
tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
|
||
|
|
||
|
tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
|
||
|
tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
|
||
|
|
||
|
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
|
||
|
tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
|
||
|
|
||
|
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
|
||
|
tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
|
||
|
|
||
|
tr.refdef.num_pshadows = 0;
|
||
|
tr.refdef.pshadows = &backEndData[tr.smpFrame]->pshadows[0];
|
||
|
|
||
|
// turn off dynamic lighting globally by clearing all the
|
||
|
// dlights if it needs to be disabled or if vertex lighting is enabled
|
||
|
if ( r_dynamiclight->integer == 0 ||
|
||
|
r_vertexLight->integer == 1 ||
|
||
|
glConfig.hardwareType == GLHW_PERMEDIA2 ) {
|
||
|
tr.refdef.num_dlights = 0;
|
||
|
}
|
||
|
|
||
|
// a single frame may have multiple scenes draw inside it --
|
||
|
// a 3D game view, 3D status bar renderings, 3D menus, etc.
|
||
|
// They need to be distinguished by the light flare code, because
|
||
|
// the visibility state for a given surface may be different in
|
||
|
// each scene / view.
|
||
|
tr.frameSceneNum++;
|
||
|
tr.sceneCount++;
|
||
|
|
||
|
// SmileTheory: playing with shadow mapping
|
||
|
if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
|
||
|
{
|
||
|
R_RenderDlightCubemaps(fd);
|
||
|
}
|
||
|
|
||
|
/* playing with more shadows */
|
||
|
if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
|
||
|
{
|
||
|
R_RenderPshadowMaps(fd);
|
||
|
}
|
||
|
|
||
|
// playing with even more shadows
|
||
|
if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
|
||
|
{
|
||
|
R_RenderSunShadowMaps(fd, 0);
|
||
|
R_RenderSunShadowMaps(fd, 1);
|
||
|
R_RenderSunShadowMaps(fd, 2);
|
||
|
}
|
||
|
|
||
|
// setup view parms for the initial view
|
||
|
//
|
||
|
// set up viewport
|
||
|
// The refdef takes 0-at-the-top y coordinates, so
|
||
|
// convert to GL's 0-at-the-bottom space
|
||
|
//
|
||
|
Com_Memset( &parms, 0, sizeof( parms ) );
|
||
|
parms.viewportX = tr.refdef.x;
|
||
|
parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
|
||
|
parms.viewportWidth = tr.refdef.width;
|
||
|
parms.viewportHeight = tr.refdef.height;
|
||
|
parms.isPortal = qfalse;
|
||
|
|
||
|
parms.fovX = tr.refdef.fov_x;
|
||
|
parms.fovY = tr.refdef.fov_y;
|
||
|
|
||
|
parms.stereoFrame = tr.refdef.stereoFrame;
|
||
|
|
||
|
VectorCopy( fd->vieworg, parms.or.origin );
|
||
|
VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
|
||
|
VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
|
||
|
VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
|
||
|
|
||
|
VectorCopy( fd->vieworg, parms.pvsOrigin );
|
||
|
|
||
|
if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
|
||
|
{
|
||
|
parms.flags = VPF_USESUNLIGHT;
|
||
|
}
|
||
|
|
||
|
R_RenderView( &parms );
|
||
|
|
||
|
if(!( fd->rdflags & RDF_NOWORLDMODEL ))
|
||
|
R_AddPostProcessCmd();
|
||
|
|
||
|
// the next scene rendered in this frame will tack on after this one
|
||
|
r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
|
||
|
r_firstSceneEntity = r_numentities;
|
||
|
r_firstSceneDlight = r_numdlights;
|
||
|
r_firstScenePoly = r_numpolys;
|
||
|
|
||
|
tr.frontEndMsec += ri.Milliseconds() - startTime;
|
||
|
}
|