/* r_main.c (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 #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #ifdef HAVE_STDLIB_H # include #endif #include #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; qboolean r_drawpolys; qboolean r_drawculledpolys; qboolean r_worldpolysbacktofront; qboolean r_recursiveaffinetriangles = true; int r_pixbytes = 1; int r_outofsurfaces; int r_outofedges; qboolean r_viewchanged; int c_surf; int r_maxsurfsseen, r_maxedgesseen; static int r_cnumsurfs; static qboolean 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; // 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 (); Cmd_AddCommand ("timerefresh", R_TimeRefresh_f, "Tests the current " "refresh rate for the current location"); 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 #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 = ®->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 = ®->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); // Force a vis update R_MarkLeaves (0, 0, 0, 0); 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 #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; // 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) { // FIXME: remove and do real lighting int j; 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); add = dl->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; 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 // 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; 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); } } // 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 *) (((intptr_t) &ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1)); } if (r_surfsonstack) { surfaces = (surf_t *) (((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 (); // 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 (); } /* R_RenderView 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 (); // 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"); if ((intptr_t) (&dummy) & 3) Sys_Error ("Stack is missaligned"); if ((intptr_t) (&r_colormap) & 3) Sys_Error ("Globals are missaligned"); 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; 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 (); }