/* 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 */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cmd.h" #include "QF/console.h" #include "QF/cvar.h" #include "QF/locs.h" #include "QF/mathlib.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sound.h" #include "QF/sys.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "view.h" #ifdef PIC # undef USE_INTEL_ASM //XXX asm pic hack #endif void *colormap; vec3_t viewlightvec; alight_t r_viewlighting = { 128, 192, viewlightvec }; int r_numallocatededges; qboolean r_drawpolys; qboolean r_drawculledpolys; qboolean r_worldpolysbacktofront; qboolean r_recursiveaffinetriangles = true; int r_pixbytes = 1; float r_aliasuvscale = 1.0; int r_outofsurfaces; int r_outofedges; int r_init = 0; qboolean r_dowarp, r_dowarpold, r_viewchanged; int numbtofpolys; btofpoly_t *pbtofpolys; mvertex_t *r_pcurrentvertbase; int c_surf; int r_maxsurfsseen, r_maxedgesseen, r_cnumsurfs; qboolean r_surfsonstack; int r_clipflags; byte *r_warpbuffer; byte *r_stack_start; qboolean r_fov_greater_than_90; entity_t r_worldentity; // view origin vec3_t vup, base_vup; vec3_t vpn, base_vpn; vec3_t vright, base_vright; vec3_t r_origin; // screen size info refdef_t r_refdef; float xcenter, ycenter; float xscale, yscale; float xscaleinv, yscaleinv; float xscaleshrink, yscaleshrink; float aliasxscale, aliasyscale, aliasxcenter, aliasycenter; int screenwidth; float pixelAspect; float screenAspect; float verticalFieldOfView; float xOrigin, yOrigin; mplane_t screenedge[4]; // refresh flags int r_framecount = 1; // so frame counts initialized to 0 don't match int r_visframecount; int d_spanpixcount; int r_polycount; int r_drawnpolycount; int r_wholepolycount; int *pfrustum_indexes[4]; int r_frustum_indexes[4 * 6]; int reinit_surfcache = 1; // if 1, surface cache is currently empty // and must be reinitialized for current // cache size mleaf_t *r_viewleaf, *r_oldviewleaf; float r_aliastransition, r_resfudge; int d_lightstylevalue[256]; // 8.8 fraction of base light value float dp_time1, dp_time2, db_time1, db_time2, rw_time1, rw_time2; float se_time1, se_time2, de_time1, de_time2, dv_time1, dv_time2; void R_MarkLeaves (void); void R_LoadSky_f (void); void R_InitVars (void); void R_Init (void) { int dummy; // get stack position so we can guess if we are going to overflow r_stack_start = (byte *) & dummy; 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 ("pointfile", R_ReadPointFile_f, "Load a pointfile to " "determine map leaks"); Cmd_AddCommand ("loadsky", R_LoadSky_f, "Load a skybox"); Cvar_SetValue (r_maxedges, (float) NUMSTACKEDGES); Cvar_SetValue (r_maxsurfs, (float) 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; r_refdef.xOrigin = XCENTERING; r_refdef.yOrigin = YCENTERING; // 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 (); } void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models) { int i; memset (&r_worldentity, 0, sizeof (r_worldentity)); r_worldentity.model = worldmodel; // clear out efrags in case the level hasn't been reloaded // FIXME: is this one short? for (i = 0; i < r_worldentity.model->numleafs; i++) r_worldentity.model->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); r_cnumsurfs = r_maxsurfs->int_val; if (r_cnumsurfs <= MINSURFACES) r_cnumsurfs = MINSURFACES; if (r_cnumsurfs > NUMSTACKSURFACES) { surfaces = Hunk_AllocName (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->int_val; if (r_numallocatededges < MINEDGES) r_numallocatededges = MINEDGES; if (r_numallocatededges <= NUMSTACKEDGES) { auxedges = NULL; } else { auxedges = Hunk_AllocName (r_numallocatededges * sizeof (edge_t), "edges"); } r_dowarpold = false; r_viewchanged = false; } void R_SetVrect (vrect_t *pvrectin, vrect_t *pvrect, int lineadj) { int h; float size; qboolean full = false; if (scr_viewsize->int_val >= 100) { size = 100.0; full = true; lineadj = 0; } else { size = scr_viewsize->int_val; } if (r_force_fullscreen) { full = true; size = 100.0; lineadj = 0; } size /= 100.0; h = pvrectin->height - lineadj; if (full) { pvrect->width = pvrectin->width; } else { pvrect->width = pvrectin->width * size; } if (pvrect->width < 96) { size = 96.0 / pvrectin->width; pvrect->width = 96; // min for icons } pvrect->width &= ~7; pvrect->height = pvrectin->height * size; if (pvrect->height > h) pvrect->height = h; pvrect->height &= ~1; pvrect->x = (pvrectin->width - pvrect->width) / 2; if (full) pvrect->y = 0; else pvrect->y = (h - pvrect->height) / 2; } /* R_ViewChanged Called every time the vid structure or r_refdef changes. Guaranteed to be called before the first refresh */ void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect) { int i; float res_scale; r_viewchanged = true; R_SetVrect (pvrect, &r_refdef.vrect, lineadj); r_refdef.horizontalFieldOfView = 2.0 * tan (r_refdef.fov_x / 360 * M_PI); r_refdef.fvrectx = (float) r_refdef.vrect.x; r_refdef.fvrectx_adj = (float) r_refdef.vrect.x - 0.5; r_refdef.vrect_x_adj_shift20 = (r_refdef.vrect.x << 20) + (1 << 19) - 1; r_refdef.fvrecty = (float) r_refdef.vrect.y; r_refdef.fvrecty_adj = (float) r_refdef.vrect.y - 0.5; r_refdef.vrectright = r_refdef.vrect.x + r_refdef.vrect.width; r_refdef.vrectright_adj_shift20 = (r_refdef.vrectright << 20) + (1 << 19) - 1; r_refdef.fvrectright = (float) r_refdef.vrectright; r_refdef.fvrectright_adj = (float) r_refdef.vrectright - 0.5; r_refdef.vrectrightedge = (float) r_refdef.vrectright - 0.99; r_refdef.vrectbottom = r_refdef.vrect.y + r_refdef.vrect.height; r_refdef.fvrectbottom = (float) r_refdef.vrectbottom; r_refdef.fvrectbottom_adj = (float) r_refdef.vrectbottom - 0.5; r_refdef.aliasvrect.x = (int) (r_refdef.vrect.x * r_aliasuvscale); r_refdef.aliasvrect.y = (int) (r_refdef.vrect.y * r_aliasuvscale); r_refdef.aliasvrect.width = (int) (r_refdef.vrect.width * r_aliasuvscale); r_refdef.aliasvrect.height = (int) (r_refdef.vrect.height * r_aliasuvscale); r_refdef.aliasvrectright = r_refdef.aliasvrect.x + r_refdef.aliasvrect.width; r_refdef.aliasvrectbottom = r_refdef.aliasvrect.y + r_refdef.aliasvrect.height; pixelAspect = aspect; xOrigin = r_refdef.xOrigin; yOrigin = r_refdef.yOrigin; screenAspect = r_refdef.vrect.width * pixelAspect / r_refdef.vrect.height; // 320*200 1.0 pixelAspect = 1.6 screenAspect // 320*240 1.0 pixelAspect = 1.3333 screenAspect // proper 320*200 pixelAspect = 0.8333333 verticalFieldOfView = r_refdef.horizontalFieldOfView / screenAspect; // values for perspective projection // if math were exact, the values would range from 0.5 to to range+0.5 // hopefully they wll be in the 0.000001 to range+.999999 and truncate // the polygon rasterization will never render in the first row or column // but will definately render in the [range] row and column, so adjust the // buffer origin to get an exact edge to edge fill xcenter = ((float) r_refdef.vrect.width * XCENTERING) + r_refdef.vrect.x - 0.5; aliasxcenter = xcenter * r_aliasuvscale; ycenter = ((float) r_refdef.vrect.height * YCENTERING) + r_refdef.vrect.y - 0.5; aliasycenter = ycenter * r_aliasuvscale; xscale = r_refdef.vrect.width / r_refdef.horizontalFieldOfView; aliasxscale = xscale * r_aliasuvscale; xscaleinv = 1.0 / xscale; yscale = xscale * pixelAspect; aliasyscale = yscale * r_aliasuvscale; yscaleinv = 1.0 / yscale; xscaleshrink = (r_refdef.vrect.width - 6) / r_refdef.horizontalFieldOfView; yscaleshrink = xscaleshrink * pixelAspect; // left side clip screenedge[0].normal[0] = -1.0 / (xOrigin * r_refdef.horizontalFieldOfView); screenedge[0].normal[1] = 0; screenedge[0].normal[2] = 1; screenedge[0].type = PLANE_ANYZ; // right side clip screenedge[1].normal[0] = 1.0 / ((1.0 - xOrigin) * r_refdef.horizontalFieldOfView); screenedge[1].normal[1] = 0; screenedge[1].normal[2] = 1; screenedge[1].type = PLANE_ANYZ; // top side clip screenedge[2].normal[0] = 0; screenedge[2].normal[1] = -1.0 / (yOrigin * verticalFieldOfView); screenedge[2].normal[2] = 1; screenedge[2].type = PLANE_ANYZ; // bottom side clip screenedge[3].normal[0] = 0; screenedge[3].normal[1] = 1.0 / ((1.0 - yOrigin) * verticalFieldOfView); screenedge[3].normal[2] = 1; screenedge[3].type = PLANE_ANYZ; for (i = 0; i < 4; i++) VectorNormalize (screenedge[i].normal); res_scale = sqrt ((double) (r_refdef.vrect.width * r_refdef.vrect.height) / (320.0 * 152.0)) * (2.0 / r_refdef.horizontalFieldOfView); r_aliastransition = r_aliastransbase->value * res_scale; r_resfudge = r_aliastransadj->value * res_scale; if (scr_fov->value <= 90.0) r_fov_greater_than_90 = false; else r_fov_greater_than_90 = true; // TODO: collect 386-specific code in one place #ifdef USE_INTEL_ASM Sys_MakeCodeWriteable ((long) R_Surf8Start, (long) R_Surf8End - (long) R_Surf8Start); colormap = vid.colormap8; R_SurfPatch (); #endif // USE_INTEL_ASM D_ViewChanged (); } void R_MarkLeaves (void) { byte *vis; mnode_t *node; mleaf_t *leaf; msurface_t **mark; int c; int i; if (r_oldviewleaf == r_viewleaf) return; r_visframecount++; r_oldviewleaf = r_viewleaf; vis = Mod_LeafPVS (r_viewleaf, r_worldentity.model); for (i = 0; i < r_worldentity.model->numleafs; i++) { if (vis[i >> 3] & (1 << (i & 7))) { leaf = &r_worldentity.model->leafs[i + 1]; mark = leaf->firstmarksurface; c = leaf->nummarksurfaces; if (c) { do { (*mark)->visframe = r_visframecount; mark++; } while (--c); } node = (mnode_t *) leaf; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } } static void R_ShowNearestLoc (void) { dlight_t *dl; location_t *nearloc; vec3_t trueloc; if (r_drawentities->int_val) return; nearloc = locs_find (r_origin); if (nearloc) { dl = R_AllocDlight (4096); if (dl) { VectorCopy (nearloc->loc, dl->origin); dl->radius = 200; dl->die = r_realtime + 0.1; dl->color[1] = 1; } VectorCopy(nearloc->loc, trueloc); R_RunParticleEffect(trueloc, vec3_origin, 252, 10); } } void R_DrawEntitiesOnList (void) { int i, j; int lnum; alight_t lighting; // FIXME: remove and do real lighting float lightvec[3] = { -1, 0, 0 }; vec3_t dist; float add; if (!r_drawentities->int_val) { R_ShowNearestLoc(); return; } for (i = 0; i < r_numvisedicts; i++) { currententity = r_visedicts[i]; switch (currententity->model->type) { case mod_sprite: VectorCopy (currententity->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); R_DrawSprite (); break; case mod_alias: VectorCopy (currententity->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); // see if the bounding box lets us trivially reject, also // sets trivial accept status if (R_AliasCheckBBox ()) { j = R_LightPoint (currententity->origin); lighting.ambientlight = j; lighting.shadelight = j; lighting.plightvec = lightvec; for (lnum = 0; lnum < r_maxdlights; lnum++) { if (r_dlights[lnum].die >= r_realtime) { VectorSubtract (currententity->origin, 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; R_AliasDrawModel (&lighting); } break; default: break; } } } void R_DrawViewModel (void) { // FIXME: remove and do real lighting float lightvec[3] = { -1, 0, 0 }; int j; int lnum; vec3_t dist; float add; dlight_t *dl; if (r_inhibit_viewmodel || !r_drawviewmodel->int_val || !r_drawentities->int_val) return; currententity = r_view_model; if (!currententity->model) return; VectorCopy (currententity->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); VectorCopy (vup, viewlightvec); VectorInverse (viewlightvec); j = R_LightPoint (currententity->origin); if (j < 24) j = 24; // always give some light on gun r_viewlighting.ambientlight = j; r_viewlighting.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 < r_realtime) continue; VectorSubtract (currententity->origin, dl->origin, dist); add = dl->radius - VectorLength (dist); if (add > 0) r_viewlighting.ambientlight += add; } // clamp lighting so it doesn't overbright as much if (r_viewlighting.ambientlight > 128) r_viewlighting.ambientlight = 128; if (r_viewlighting.ambientlight + r_viewlighting.shadelight > 192) r_viewlighting.shadelight = 192 - r_viewlighting.ambientlight; r_viewlighting.plightvec = lightvec; R_AliasDrawModel (&r_viewlighting); } int R_BmodelCheckBBox (model_t *clmodel, float *minmaxs) { int i, *pindex, clipflags; vec3_t acceptpt, rejectpt; double d; clipflags = 0; if (currententity->angles[0] || currententity->angles[1] || currententity->angles[2]) { for (i = 0; i < 4; i++) { d = DotProduct (currententity->origin, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d <= -clmodel->radius) return BMODEL_FULLY_CLIPPED; if (d <= clmodel->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; } void R_DrawBEntitiesOnList (void) { int i, j, k, clipflags; vec3_t oldorigin; model_t *clmodel; float minmaxs[6]; if (!r_drawentities->int_val) return; VectorCopy (modelorg, oldorigin); insubmodel = true; for (i = 0; i < r_numvisedicts; i++) { currententity = r_visedicts[i]; switch (currententity->model->type) { case mod_brush: clmodel = currententity->model; // see if the bounding box lets us trivially reject, also // sets trivial accept status for (j = 0; j < 3; j++) { minmaxs[j] = currententity->origin[j] + clmodel->mins[j]; minmaxs[3 + j] = currententity->origin[j] + clmodel->maxs[j]; } clipflags = R_BmodelCheckBBox (clmodel, minmaxs); if (clipflags != BMODEL_FULLY_CLIPPED) { VectorCopy (currententity->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); // FIXME: is this needed? VectorCopy (modelorg, r_worldmodelorg); r_pcurrentvertbase = clmodel->vertexes; // FIXME: stop transforming twice R_RotateBmodel (); // calculate dynamic lighting for bmodel if it's not an // instanced model if (clmodel->firstmodelsurface != 0) { vec3_t lightorigin; for (k = 0; k < r_maxdlights; k++) { if ((r_dlights[k].die < r_realtime) || (!r_dlights[k].radius)) continue; VectorSubtract (r_dlights[k].origin, currententity->origin, lightorigin); R_RecursiveMarkLights (lightorigin, &r_dlights[k], 1 << k, clmodel->nodes + clmodel->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 (clmodel); } else { r_pefragtopnode = NULL; for (j = 0; j < 3; j++) { r_emins[j] = minmaxs[j]; r_emaxs[j] = minmaxs[3 + j]; } R_SplitEntityOnNode2 (r_worldentity.model->nodes); if (r_pefragtopnode) { currententity->topnode = r_pefragtopnode; if (r_pefragtopnode->contents >= 0) { // not a leaf; has to be clipped to the world // BSP r_clipflags = clipflags; R_DrawSolidClippedSubmodelPolygons (clmodel); } 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 R_DrawSubmodelPolygons (clmodel, clipflags); } currententity->topnode = NULL; } } // put back world rotation and frustum clipping // FIXME: R_RotateBmodel should just work off base_vxx VectorCopy (base_vpn, vpn); VectorCopy (base_vup, vup); VectorCopy (base_vright, vright); VectorCopy (base_modelorg, modelorg); VectorCopy (oldorigin, modelorg); R_TransformFrustum (); } break; default: break; } } insubmodel = false; } void R_EdgeDrawing (void) { 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 *) (((long) &ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1)); } if (r_surfsonstack) { surfaces = (surf_t *) (((long) &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 (); if (r_dspeeds->int_val) { rw_time1 = Sys_DoubleTime (); } 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 (); if (r_dspeeds->int_val) { rw_time2 = Sys_DoubleTime (); db_time1 = rw_time2; } R_DrawBEntitiesOnList (); if (r_dspeeds->int_val) { db_time2 = Sys_DoubleTime (); se_time1 = db_time2; } if (!r_dspeeds->int_val) { VID_UnlockBuffer (); S_ExtraUpdate (); // don't let sound get messed up if going slow VID_LockBuffer (); } if (!(r_drawpolys | r_drawculledpolys)) R_ScanEdges (); } /* R_RenderView r_refdef must be set before the first call */ void R_RenderView_ (void) { byte warpbuffer[WARP_WIDTH * WARP_HEIGHT]; r_warpbuffer = warpbuffer; if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val) r_time1 = Sys_DoubleTime (); R_SetupFrame (); R_MarkLeaves (); // done here so we know if we're in water R_PushDlights (vec3_origin); // 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 (); if (!r_worldentity.model) Sys_Error ("R_RenderView: NULL worldmodel"); if (!r_dspeeds->int_val) { VID_UnlockBuffer (); S_ExtraUpdate (); // don't let sound get messed up if going slow VID_LockBuffer (); } R_EdgeDrawing (); if (!r_dspeeds->int_val) { VID_UnlockBuffer (); S_ExtraUpdate (); // don't let sound get messed up if going slow VID_LockBuffer (); } if (r_dspeeds->int_val) { se_time2 = Sys_DoubleTime (); de_time1 = se_time2; } R_DrawEntitiesOnList (); if (r_dspeeds->int_val) { de_time2 = Sys_DoubleTime (); dv_time1 = de_time2; } R_DrawViewModel (); if (r_dspeeds->int_val) { dv_time2 = Sys_DoubleTime (); dp_time1 = Sys_DoubleTime (); } R_DrawParticles (); if (r_dspeeds->int_val) dp_time2 = Sys_DoubleTime (); if (r_dowarp) D_WarpScreen (); V_SetContentsColor (r_viewleaf->contents); if (r_timegraph->int_val) R_TimeGraph (); if (r_zgraph->int_val) R_ZGraph (); if (r_aliasstats->int_val) R_PrintAliasStats (); if (r_speeds->int_val) R_PrintTimes (); if (r_dspeeds->int_val) R_PrintDSpeeds (); if (r_reportsurfout->int_val && r_outofsurfaces) Con_Printf ("Short %d surfaces\n", r_outofsurfaces); if (r_reportedgeout->int_val && r_outofedges) Con_Printf ("Short roughly %d edges\n", r_outofedges * 2 / 3); // 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 () & 3) Sys_Error ("Hunk is missaligned"); if ((long) (&dummy) & 3) Sys_Error ("Stack is missaligned"); if ((long) (&r_warpbuffer) & 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 } }