/* gl_rmisc.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 #if defined(_WIN32) && defined(HAVE_MALLOC_H) #include #endif #include #include #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/skin.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_draw.h" #include "QF/GL/qf_fisheye.h" #include "QF/GL/qf_lightmap.h" #include "QF/GL/qf_particles.h" #include "QF/GL/qf_rlight.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_sky.h" #include "QF/GL/qf_sprite.h" #include "QF/GL/qf_textures.h" #include "QF/GL/qf_vid.h" #include "QF/scene/entity.h" #include "QF/scene/scene.h" #include "mod_internal.h" #include "r_internal.h" #include "varrays.h" #include "vid_gl.h" static void gl_R_LoadSky_f (void) { if (Cmd_Argc () != 2) { Sys_Printf ("loadsky : load a skybox\n"); return; } gl_R_LoadSkys (Cmd_Argv (1)); } /* R_TimeRefresh_f For program optimization LordHavoc: improved appearance and accuracy of timerefresh */ static void gl_R_TimeRefresh_f (void) { /*FIXME update for simd double start, stop, time; int i; gl_ctx->end_rendering (); start = Sys_DoubleTime (); for (i = 0; i < 128; i++) { r_refdef.viewangles[1] = i * (360.0 / 128.0); gl_R_RenderView (); gl_ctx->end_rendering (); } stop = Sys_DoubleTime (); time = stop - start; Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time); */ } void gl_R_Init (void) { R_Init_Cvars (); Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f, "Tests the current refresh rate for the current location"); Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox"); gl_Draw_Init (); glrmain_init (); gl_lightmap_init (); SCR_Init (); gl_R_InitBubble (); GDT_Init (); gl_R_InitGraphTextures (); gl_Skin_Init_Textures (); r_init = 1; gl_R_InitParticles (); gl_R_InitSprites (); Skin_Init (); gl_InitFisheye (); } static void register_textures (mod_brush_t *brush) { texture_t *tex; for (unsigned i = 0; i < brush->numtextures; i++) { tex = brush->textures[i]; if (!tex) continue; gl_R_AddTexture (tex); } } void gl_R_NewScene (scene_t *scene) { texture_t *tex; mod_brush_t *brush; for (int i = 0; i < 256; i++) d_lightstylevalue[i] = 264; // normal light value r_refdef.worldmodel = scene->worldmodel; brush = &scene->worldmodel->brush; // clear out efrags in case the level hasn't been reloaded for (unsigned i = 0; i < brush->modleafs; i++) brush->leafs[i].efrags = NULL; // Force a vis update R_MarkLeaves (0); R_ClearParticles (); GL_BuildLightmaps (scene->models, scene->num_models); // identify sky texture gl_R_ClearTextures (); for (unsigned i = 0; i < brush->numtextures; i++) { tex = brush->textures[i]; if (!tex) continue; if (!strncmp (tex->name, "sky", 3)) { gl_R_InitSky (tex); } } gl_R_InitSurfaceChains (brush); gl_R_AddTexture (r_notexture_mip); register_textures (brush); for (int i = 0; i < scene->num_models; i++) { if (!scene->models[i]) continue; if (*scene->models[i]->path == '*') continue; if (scene->models[i] != r_refdef.worldmodel && scene->models[i]->type == mod_brush) register_textures (&scene->models[i]->brush); } }