/* =========================================================================== 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" static int r_firstSceneDrawSurf; #ifdef USE_PMLIGHT static int r_firstSceneLitSurf; #endif int r_numdlights; static int r_firstSceneDlight; static int r_numentities; static int r_firstSceneEntity; static int r_numpolys; static int r_firstScenePoly; static int r_numpolyverts; /* ==================== R_InitNextFrame ==================== */ void R_InitNextFrame( void ) { backEndData->commands.used = 0; r_firstSceneDrawSurf = 0; #ifdef USE_PMLIGHT r_firstSceneLitSurf = 0; #endif 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; const srfPoly_t *poly; tr.currentEntityNum = REFENTITYNUM_WORLD; tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT; 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, 0 ); } } /* ===================== RE_AddPolyToScene ===================== */ void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) { srfPoly_t *poly; int i, j; int fogIndex; const fog_t *fog; vec3_t bounds[2]; if ( !tr.registered ) { return; } #if 0 if ( !hShader ) { ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n"); return; } #endif 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->polys[r_numpolys]; poly->surfaceType = SF_POLY; poly->hShader = hShader; poly->numVerts = numVerts; poly->verts = &backEndData->polyVerts[r_numpolyverts]; Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) ); #if 0 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; } #endif // 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; } } //================================================================================= static int isnan_fp( const float *f ) { uint32_t u = *( (uint32_t*) f ); u = 0x7F800000 - ( u & 0x7FFFFFFF ); return (int)( u >> 31 ); } /* ===================== RE_AddRefEntityToScene ===================== */ void RE_AddRefEntityToScene( const refEntity_t *ent, qboolean intShaderTime ) { if ( !tr.registered ) { return; } if ( r_numentities >= MAX_REFENTITIES ) { ri.Printf( PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n" ); return; } if ( isnan_fp( &ent->origin[0] ) || isnan_fp( &ent->origin[1] ) || isnan_fp( &ent->origin[2] ) ) { static qboolean first_time = qtrue; if ( first_time ) { first_time = qfalse; ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n" ); } return; } if ( (unsigned)ent->reType >= RT_MAX_REF_ENTITY_TYPE ) { ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType ); } backEndData->entities[r_numentities].e = *ent; backEndData->entities[r_numentities].lightingCalculated = qfalse; backEndData->entities[r_numentities].intShaderTime = intShaderTime; r_numentities++; } /* ===================== RE_AddDynamicLightToScene ===================== */ static 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 >= ARRAY_LEN( backEndData->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; } #ifdef USE_PMLIGHT #ifdef USE_LEGACY_DLIGHTS if ( r_dlightMode->integer ) #endif { r *= r_dlightIntensity->value; g *= r_dlightIntensity->value; b *= r_dlightIntensity->value; intensity *= r_dlightScale->value; } #endif if ( r_dlightSaturation->value != 1.0 ) { float luminance = LUMA( r, g, b ); r = LERP( luminance, r, r_dlightSaturation->value ); g = LERP( luminance, g, r_dlightSaturation->value ); b = LERP( luminance, b, r_dlightSaturation->value ); } dl = &backEndData->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; dl->linear = qfalse; } /* ===================== RE_AddLinearLightToScene ===================== */ void RE_AddLinearLightToScene( const vec3_t start, const vec3_t end, float intensity, float r, float g, float b ) { dlight_t *dl; if ( VectorCompare( start, end ) ) { RE_AddDynamicLightToScene( start, intensity, r, g, b, 0 ); return; } if ( !tr.registered ) { return; } if ( r_numdlights >= ARRAY_LEN( backEndData->dlights ) ) { return; } if ( intensity <= 0 ) { return; } #ifdef USE_PMLIGHT #ifdef USE_LEGACY_DLIGHTS if ( r_dlightMode->integer ) #endif { r *= r_dlightIntensity->value; g *= r_dlightIntensity->value; b *= r_dlightIntensity->value; intensity *= r_dlightScale->value; } #endif if ( r_dlightSaturation->value != 1.0 ) { float luminance = LUMA( r, g, b ); r = LERP( luminance, r, r_dlightSaturation->value ); g = LERP( luminance, g, r_dlightSaturation->value ); b = LERP( luminance, b, r_dlightSaturation->value ); } dl = &backEndData->dlights[ r_numdlights++ ]; VectorCopy( start, dl->origin ); VectorCopy( end, dl->origin2 ); dl->radius = intensity; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; dl->additive = 0; dl->linear = qtrue; } /* ===================== 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; } 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/sizeof(int); i++ ) { areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i]; ((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i]; } if ( areaDiff ) { // a door just opened or something tr.refdef.areamaskModified = qtrue; } } // derived info tr.refdef.floatTime = (double)tr.refdef.time * 0.001; // -EC-: cast to double tr.refdef.numDrawSurfs = r_firstSceneDrawSurf; tr.refdef.drawSurfs = backEndData->drawSurfs; #ifdef USE_PMLIGHT tr.refdef.numLitSurfs = r_firstSceneLitSurf; tr.refdef.litSurfs = backEndData->litSurfs; #endif tr.refdef.num_entities = r_numentities - r_firstSceneEntity; tr.refdef.entities = &backEndData->entities[r_firstSceneEntity]; tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight; tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight]; tr.refdef.numPolys = r_numpolys - r_firstScenePoly; tr.refdef.polys = &backEndData->polys[r_firstScenePoly]; // turn off dynamic lighting globally by clearing all the // dlights if it needs to be disabled if ( r_dynamiclight->integer == 0 || 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++; // 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.scissorX = parms.viewportX; parms.scissorY = parms.viewportY; parms.scissorWidth = parms.viewportWidth; parms.scissorHeight = parms.viewportHeight; parms.portalView = PV_NONE; #ifdef USE_PMLIGHT parms.dlights = tr.refdef.dlights; parms.num_dlights = tr.refdef.num_dlights; #endif 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 ); R_RenderView( &parms ); // the next scene rendered in this frame will tack on after this one r_firstSceneDrawSurf = tr.refdef.numDrawSurfs; #ifdef USE_PMLIGHT r_firstSceneLitSurf = tr.refdef.numLitSurfs; #endif r_firstSceneEntity = r_numentities; r_firstSceneDlight = r_numdlights; r_firstScenePoly = r_numpolys; tr.frontEndMsec += ri.Milliseconds() - startTime; }