quakeforge/libs/video/renderer/sw/sw_rmain.c

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/*
r_main.c
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(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
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#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifdef HAVE_STDLIB_H
# include <stdlib.h>
#endif
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#include <math.h>
#include "QF/cmd.h"
#include "QF/scene/entity.h"
#include "compat.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_sw.h"
#ifdef PIC
# undef USE_INTEL_ASM //XXX asm pic hack
#endif
const byte *r_colormap;
int r_numallocatededges;
bool r_drawpolys;
bool r_drawculledpolys;
bool r_worldpolysbacktofront;
bool r_recursiveaffinetriangles = true;
int r_pixbytes = 1;
int r_outofsurfaces;
int r_outofedges;
bool r_viewchanged;
int c_surf;
int r_maxsurfsseen, r_maxedgesseen;
static int r_cnumsurfs;
static bool r_surfsonstack;
int r_clipflags;
static byte *r_stack_start;
// screen size info
float xcenter, ycenter;
float xscale, yscale;
float xscaleinv, yscaleinv;
float xscaleshrink, yscaleshrink;
float aliasxscale, aliasyscale, aliasxcenter, aliasycenter;
int screenwidth;
float pixelAspect;
plane_t screenedge[4];
// refresh flags
int r_polycount;
int r_drawnpolycount;
int *pfrustum_indexes[4];
int r_frustum_indexes[4 * 6];
vec3_t vup, base_vup;
vec3_t vfwd, base_vfwd;
vec3_t vright, base_vright;
float r_viewmatrix[3][4];
float r_aliastransition, r_resfudge;
void
sw_R_Init (void)
{
int dummy;
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// get stack position so we can guess if we are going to overflow
r_stack_start = (byte *) & dummy;
R_Init_Cvars ();
Draw_Init ();
SCR_Init ();
R_SetFPCW ();
#ifdef USE_INTEL_ASM
R_InitVars ();
#endif
R_InitTurb ();
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f, "Tests the current "
"refresh rate for the current location");
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Cmd_AddCommand ("loadsky", R_LoadSky_f, "Load a skybox");
r_maxedges = NUMSTACKEDGES;
r_maxsurfs = NUMSTACKSURFACES;
view_clipplanes[0].leftedge = true;
view_clipplanes[1].rightedge = true;
view_clipplanes[1].leftedge = view_clipplanes[2].leftedge =
view_clipplanes[3].leftedge = false;
view_clipplanes[0].rightedge = view_clipplanes[2].rightedge =
view_clipplanes[3].rightedge = false;
// TODO: collect 386-specific code in one place
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#ifdef USE_INTEL_ASM
Sys_MakeCodeWriteable ((long) R_EdgeCodeStart,
(long) R_EdgeCodeEnd - (long) R_EdgeCodeStart);
#endif // USE_INTEL_ASM
D_Init ();
Skin_Init ();
}
uint32_t
SW_AddEntity (entity_t ent)
{
// This takes advantage of the implicit (FIXME, make explicit) grouping of
// the sw components: as all entities that get added here will always have
// all three components, the three component pools are always in sync, thus
// the pool count can be used as a render id which can in turn be used to
// index the components within the pools.
ecs_registry_t *reg = ent.reg;
ecs_pool_t *pool = &reg->comp_pools[scene_sw_matrix];
uint32_t render_id = pool->count;
transform_t transform = Entity_Transform (ent);
Ent_SetComponent (ent.id, scene_sw_matrix, reg,
Transform_GetWorldMatrixPtr (transform));
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, reg);
Ent_SetComponent (ent.id, scene_sw_frame, reg, &animation->frame);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, reg);
mod_brush_t *brush = &renderer->model->brush;
Ent_SetComponent (ent.id, scene_sw_brush, reg, &brush);
return render_id;
}
static void
reset_sw_components (ecs_registry_t *reg)
{
static uint32_t sw_comps[] = {
scene_sw_matrix,
scene_sw_frame,
scene_sw_brush,
};
for (int i = 0; i < 3; i++) {
ecs_pool_t *pool = &reg->comp_pools[sw_comps[i]];
pool->count = 0; // remove component from every entity
// reserve first component object (render id 0) for the world
// pseudo-entity.
//FIXME takes advantage of the lack of checks for the validity of the
//entity id.
Ent_SetComponent (0, sw_comps[i], reg, 0);
// make sure entity 0 gets allocated a new component object as the
// world pseudo-entity currently has no actual entity (FIXME)
pool->dense[0] = nullent;
}
}
void
R_NewScene (scene_t *scene)
{
model_t *worldmodel = scene->worldmodel;
mod_brush_t *brush = &worldmodel->brush;
r_refdef.registry = scene->reg;
r_refdef.worldmodel = worldmodel;
if (brush->skytexture)
R_InitSky (brush->skytexture);
R_ClearParticles ();
r_cnumsurfs = r_maxsurfs;
if (r_cnumsurfs <= MINSURFACES)
r_cnumsurfs = MINSURFACES;
if (r_cnumsurfs > NUMSTACKSURFACES) {
surfaces = Hunk_AllocName (0, r_cnumsurfs * sizeof (surf_t),
"surfaces");
surface_p = surfaces;
surf_max = &surfaces[r_cnumsurfs];
r_surfsonstack = false;
// surface 0 doesn't really exist; it's just a dummy because index 0
// is used to indicate no edge attached to surface
surfaces--;
R_SurfacePatch ();
} else {
r_surfsonstack = true;
}
r_maxedgesseen = 0;
r_maxsurfsseen = 0;
r_numallocatededges = r_maxedges;
if (r_numallocatededges < MINEDGES)
r_numallocatededges = MINEDGES;
if (r_numallocatededges <= NUMSTACKEDGES) {
auxedges = NULL;
} else {
auxedges = Hunk_AllocName (0, r_numallocatededges * sizeof (edge_t),
"edges");
}
r_dowarpold = false;
r_viewchanged = false;
}
void
R_SetColormap (const byte *cmap)
{
r_colormap = cmap;
// TODO: collect 386-specific code in one place
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#ifdef USE_INTEL_ASM
Sys_MakeCodeWriteable ((long) R_Surf8Start,
(long) R_Surf8End - (long) R_Surf8Start);
R_SurfPatch ();
#endif // USE_INTEL_ASM
}
static inline void
draw_sprite_entity (entity_t ent)
{
R_DrawSprite (ent);
}
static inline void
setup_lighting (entity_t ent, alight_t *lighting)
{
float minlight = 0;
int j;
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// FIXME: remove and do real lighting
vec3_t dist;
float add;
float lightvec[3] = { -1, 0, 0 };
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
minlight = max (renderer->model->min_light, renderer->min_light);
// 128 instead of 255 due to clamping below
j = max (R_LightPoint (&r_refdef.worldmodel->brush, r_entorigin),
minlight * 128);
lighting->ambientlight = j;
lighting->shadelight = j;
VectorCopy (lightvec, lighting->lightvec);
for (unsigned lnum = 0; lnum < r_maxdlights; lnum++) {
if (r_dlights[lnum].die >= vr_data.realtime) {
VectorSubtract (r_entorigin, r_dlights[lnum].origin, dist);
add = r_dlights[lnum].radius - VectorLength (dist);
if (add > 0)
lighting->ambientlight += add;
}
}
// clamp lighting so it doesn't overbright as much
if (lighting->ambientlight > 128)
lighting->ambientlight = 128;
if (lighting->ambientlight + lighting->shadelight > 192)
lighting->shadelight = 192 - lighting->ambientlight;
}
static inline void
draw_alias_entity (entity_t ent)
{
// see if the bounding box lets us trivially reject, also
// sets trivial accept status
visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
ent.reg);
visibility->trivial_accept = 0; //FIXME
if (R_AliasCheckBBox (ent)) {
alight_t lighting;
setup_lighting (ent, &lighting);
R_AliasDrawModel (ent, &lighting);
}
}
static inline void
draw_iqm_entity (entity_t ent)
{
// see if the bounding box lets us trivially reject, also
// sets trivial accept status
visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
ent.reg);
visibility->trivial_accept = 0; //FIXME
alight_t lighting;
setup_lighting (ent, &lighting);
R_IQMDrawModel (ent, &lighting);
}
void
R_DrawEntitiesOnList (entqueue_t *queue)
{
if (!r_drawentities)
return;
R_LowFPPrecision ();
#define RE_LOOP(type_name) \
do { \
for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
i++) { \
entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \
transform_t transform = Entity_Transform (ent); \
r_entorigin = Transform_GetWorldPosition (transform); \
draw_##type_name##_entity (ent); \
} \
} while (0)
RE_LOOP (alias);
RE_LOOP (iqm);
RE_LOOP (sprite);
R_HighFPPrecision ();
}
static void
R_DrawViewModel (void)
{
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// FIXME: remove and do real lighting
int j;
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unsigned int lnum;
vec3_t dist;
float add;
float minlight;
dlight_t *dl;
entity_t viewent;
alight_t lighting;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel
|| !r_drawentities)
return;
viewent = vr_data.view_model;
if (!Entity_Valid (viewent)) {
return;
}
renderer_t *renderer = Ent_GetComponent (viewent.id, scene_renderer,
viewent.reg);
if (!renderer->model)
return;
if (!Ent_HasComponent (viewent.id, scene_visibility, viewent.reg)) {
// ensure the view model has a visibility component because one won't
// be added automatically, and the model rendering code expects there
// to be one
Ent_SetComponent (viewent.id, scene_visibility, viewent.reg, 0);
}
transform_t transform = Entity_Transform (viewent);
VectorCopy (Transform_GetWorldPosition (transform), r_entorigin);
VectorNegate (vup, lighting.lightvec);
minlight = max (renderer->min_light, renderer->model->min_light);
j = max (R_LightPoint (&r_refdef.worldmodel->brush,
r_entorigin), minlight * 128);
lighting.ambientlight = j;
lighting.shadelight = j;
// add dynamic lights
for (lnum = 0; lnum < r_maxdlights; lnum++) {
dl = &r_dlights[lnum];
if (!dl->radius)
continue;
if (!dl->radius)
continue;
if (dl->die < vr_data.realtime)
continue;
VectorSubtract (r_entorigin, dl->origin, dist);
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add = dl->radius - VectorLength (dist);
if (add > 0)
lighting.ambientlight += add;
}
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// clamp lighting so it doesn't overbright as much
if (lighting.ambientlight > 128)
lighting.ambientlight = 128;
if (lighting.ambientlight + lighting.shadelight > 192)
lighting.shadelight = 192 - lighting.ambientlight;
R_AliasDrawModel (viewent, &lighting);
}
static int
R_BmodelCheckBBox (const vec4f_t *transform, float radius, float *minmaxs)
{
int i, *pindex, clipflags;
vec3_t acceptpt, rejectpt;
double d;
clipflags = 0;
if (transform[0][0] != 1 || transform[1][1] != 1 || transform[2][2] != 1) {
for (i = 0; i < 4; i++) {
d = DotProduct (transform[3], view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= -radius)
return BMODEL_FULLY_CLIPPED;
if (d <= radius)
clipflags |= (1 << i);
}
} else {
for (i = 0; i < 4; i++) {
// generate accept and reject points
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// FIXME: do with fast look-ups or integer tests based on the
// sign bit of the floating point values
pindex = pfrustum_indexes[i];
rejectpt[0] = minmaxs[pindex[0]];
rejectpt[1] = minmaxs[pindex[1]];
rejectpt[2] = minmaxs[pindex[2]];
d = DotProduct (rejectpt, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= 0)
return BMODEL_FULLY_CLIPPED;
acceptpt[0] = minmaxs[pindex[3 + 0]];
acceptpt[1] = minmaxs[pindex[3 + 1]];
acceptpt[2] = minmaxs[pindex[3 + 2]];
d = DotProduct (acceptpt, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= 0)
clipflags |= (1 << i);
}
}
return clipflags;
}
static void
R_DrawBrushEntitiesOnList (entqueue_t *queue)
{
int j, clipflags;
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unsigned int k;
vec3_t origin;
float minmaxs[6];
if (!r_drawentities)
return;
insubmodel = true;
for (size_t i = 0; i < queue->ent_queues[mod_brush].size; i++) {
entity_t ent = queue->ent_queues[mod_brush].a[i];
uint32_t render_id = SW_AddEntity (ent);
vec4f_t *transform = Ent_GetComponent (ent.id, scene_sw_matrix,
ent.reg);
VectorCopy (transform[3], origin);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
ent.reg);
model_t *model = renderer->model;
// see if the bounding box lets us trivially reject, also
// sets trivial accept status
for (j = 0; j < 3; j++) {
minmaxs[j] = origin[j] + model->mins[j];
minmaxs[3 + j] = origin[j] + model->maxs[j];
}
clipflags = R_BmodelCheckBBox (transform, model->radius, minmaxs);
if (clipflags != BMODEL_FULLY_CLIPPED) {
mod_brush_t *brush = &model->brush;
VectorCopy (origin, r_entorigin);
VectorSubtract (r_refdef.frame.position, r_entorigin, modelorg);
r_pcurrentvertbase = brush->vertexes;
// FIXME: stop transforming twice
R_RotateBmodel (transform);
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (brush->firstmodelsurface != 0) {
for (k = 0; k < r_maxdlights; k++) {
if ((r_dlights[k].die < vr_data.realtime) ||
(!r_dlights[k].radius)) {
continue;
}
vec4f_t lightorigin;
VectorSubtract (r_dlights[k].origin, origin, lightorigin);
lightorigin[3] = 1;
R_RecursiveMarkLights (brush, lightorigin,
&r_dlights[k], k,
brush->hulls[0].firstclipnode);
}
}
// if the driver wants polygons, deliver those.
// Z-buffering is on at this point, so no clipping to the
// world tree is needed, just frustum clipping
if (r_drawpolys | r_drawculledpolys) {
R_ZDrawSubmodelPolys (render_id, brush);
} else {
visibility_t *visibility = Ent_GetComponent (ent.id,
scene_visibility,
ent.reg);
int topnode_id = visibility->topnode_id;
mod_brush_t *world_brush = &r_refdef.worldmodel->brush;
if (topnode_id >= 0) {
// not a leaf; has to be clipped to the world
// BSP
mnode_t *node = world_brush->nodes + topnode_id;
r_clipflags = clipflags;
R_DrawSolidClippedSubmodelPolygons (render_id, brush, node);
} else {
// falls entirely in one leaf, so we just put
// all the edges in the edge list and let 1/z
// sorting handle drawing order
mleaf_t *leaf = world_brush->leafs + ~topnode_id;
R_DrawSubmodelPolygons (render_id, brush, clipflags, leaf);
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}
}
// put back world rotation and frustum clipping
// FIXME: R_RotateBmodel should just work off base_vxx
VectorCopy (base_vfwd, vfwd);
VectorCopy (base_vup, vup);
VectorCopy (base_vright, vright);
VectorCopy (base_modelorg, modelorg);
R_TransformFrustum ();
}
}
insubmodel = false;
}
static void
R_EdgeDrawing (entqueue_t *queue)
{
edge_t ledges[NUMSTACKEDGES +
((CACHE_SIZE - 1) / sizeof (edge_t)) + 1];
surf_t lsurfs[NUMSTACKSURFACES +
((CACHE_SIZE - 1) / sizeof (surf_t)) + 1];
if (auxedges) {
r_edges = auxedges;
} else {
r_edges = (edge_t *)
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(((intptr_t) &ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
}
if (r_surfsonstack) {
surfaces = (surf_t *)
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(((intptr_t) &lsurfs[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
surf_max = &surfaces[r_cnumsurfs];
// surface 0 doesn't really exist; it's just a dummy because index 0
// is used to indicate no edge attached to surface
surfaces--;
R_SurfacePatch ();
}
R_BeginEdgeFrame ();
R_RenderWorld ();
if (r_drawculledpolys)
R_ScanEdges ();
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// only the world can be drawn back to front with no z reads or compares,
// just z writes, so have the driver turn z compares on now
D_TurnZOn ();
R_DrawBrushEntitiesOnList (queue);
if (!(r_drawpolys | r_drawculledpolys))
R_ScanEdges ();
}
/*
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R_RenderView
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r_refdef must be set before the first call
*/
static void
R_RenderView_ (void)
{
if (r_norefresh)
return;
if (!r_refdef.worldmodel) {
return;
}
reset_sw_components (r_refdef.registry);
*(mod_brush_t **) SW_COMP (scene_sw_brush, 0) = &r_refdef.worldmodel->brush;
R_SetupFrame ();
// make FDIV fast. This reduces timing precision after we've been running for a
// while, so we don't do it globally. This also sets chop mode, and we do it
// here so that setup stuff like the refresh area calculations match what's
// done in screen.c
R_LowFPPrecision ();
R_EdgeDrawing (r_ent_queue);
if (Entity_Valid (vr_data.view_model)) {
R_DrawViewModel ();
}
if (r_aliasstats)
R_PrintAliasStats ();
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// back to high floating-point precision
R_HighFPPrecision ();
}
void
R_RenderView (void)
{
int dummy;
int delta;
delta = (byte *) & dummy - r_stack_start;
if (delta < -10000 || delta > 10000)
Sys_Error ("R_RenderView: called without enough stack");
if (Hunk_LowMark (0) & 3)
Sys_Error ("Hunk is missaligned");
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if ((intptr_t) (&dummy) & 3)
Sys_Error ("Stack is missaligned");
if ((intptr_t) (&r_colormap) & 3)
Sys_Error ("Globals are missaligned");
d_framecount++;
R_RenderView_ ();
}
void
R_InitTurb (void)
{
int i;
for (i = 0; i < (SIN_BUFFER_SIZE); i++) {
sintable[i] = AMP + sin (i * 3.14159 * 2 / CYCLE) * AMP;
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intsintable[i] = AMP2 + sin (i * 3.14159 * 2 / CYCLE) * AMP2;
// AMP2 not 20
}
}
void
R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearDlights ();
R_ClearParticles ();
}