quakeforge/libs/video/renderer/sw32/sw32_rmain.c
Bill Currie abaccbec53 [client] Move qw's loc code into client
This makes the location code available to nq (not used yet) but more
importantly moves some definitely client-side code into the right place.
2021-03-11 11:53:38 +09:00

872 lines
23 KiB
C

/*
sw32_rmain.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
#define NH_DEFINE
#include "namehack.h"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/entity.h"
#include "QF/mathlib.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "compat.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_internal.h"
//define PASSAGES
static vec3_t viewlightvec;
static alight_t r_viewlighting = { 128, 192, viewlightvec };
int sw32_r_numallocatededges;
qboolean sw32_r_drawpolys;
qboolean sw32_r_drawculledpolys;
qboolean sw32_r_worldpolysbacktofront;
int sw32_r_pixbytes = 1;
float sw32_r_aliasuvscale = 1.0;
int sw32_r_outofsurfaces;
int sw32_r_outofedges;
qboolean sw32_r_dowarp, sw32_r_dowarpold, sw32_r_viewchanged;
int sw32_c_surf;
int sw32_r_maxsurfsseen, sw32_r_maxedgesseen;
static int r_cnumsurfs;
static qboolean r_surfsonstack;
int sw32_r_clipflags;
byte *sw32_r_warpbuffer;
static byte *r_stack_start;
// screen size info
float sw32_xcenter, sw32_ycenter;
float sw32_xscale, sw32_yscale;
float sw32_xscaleinv, sw32_yscaleinv;
float sw32_xscaleshrink, sw32_yscaleshrink;
float sw32_aliasxscale, sw32_aliasyscale, sw32_aliasxcenter, sw32_aliasycenter;
int sw32_screenwidth;
float sw32_pixelAspect;
static float screenAspect;
static float verticalFieldOfView;
static float xOrigin, yOrigin;
plane_t sw32_screenedge[4];
// refresh flags
int sw32_r_polycount;
int sw32_r_drawnpolycount;
int *sw32_pfrustum_indexes[4];
int sw32_r_frustum_indexes[4 * 6];
float sw32_r_aliastransition, sw32_r_resfudge;
static float dp_time1, dp_time2, db_time1, db_time2, rw_time1, rw_time2;
static float se_time1, se_time2, de_time1, de_time2, dv_time1, dv_time2;
void
sw32_R_Textures_Init (void)
{
int x, y, m;
byte *dest;
// create a simple checkerboard texture for the default
r_notexture_mip =
Hunk_AllocName (sizeof (texture_t) + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2,
"notexture");
r_notexture_mip->width = r_notexture_mip->height = 16;
r_notexture_mip->offsets[0] = sizeof (texture_t);
r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16 * 16;
r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8 * 8;
r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4 * 4;
for (m = 0; m < 4; m++) {
dest = (byte *) r_notexture_mip + r_notexture_mip->offsets[m];
for (y = 0; y < (16 >> m); y++)
for (x = 0; x < (16 >> m); x++) {
if ((y < (8 >> m)) ^ (x < (8 >> m)))
*dest++ = 0;
else
*dest++ = 0xff;
}
}
}
void
sw32_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 ();
sw32_R_Particles_Init_Cvars ();
sw32_Draw_Init ();
SCR_Init ();
sw32_R_InitTurb ();
Cmd_AddCommand ("timerefresh", sw32_R_TimeRefresh_f, "Tests the current "
"refresh rate for the current location");
Cmd_AddCommand ("pointfile", sw32_R_ReadPointFile_f, "Load a pointfile to "
"determine map leaks");
Cmd_AddCommand ("loadsky", sw32_R_LoadSky_f, "Load a skybox");
Cvar_SetValue (r_maxedges, (float) NUMSTACKEDGES);
Cvar_SetValue (r_maxsurfs, (float) NUMSTACKSURFACES);
sw32_view_clipplanes[0].leftedge = true;
sw32_view_clipplanes[1].rightedge = true;
sw32_view_clipplanes[1].leftedge = sw32_view_clipplanes[2].leftedge =
sw32_view_clipplanes[3].leftedge = false;
sw32_view_clipplanes[0].rightedge = sw32_view_clipplanes[2].rightedge =
sw32_view_clipplanes[3].rightedge = false;
r_refdef.xOrigin = XCENTERING;
r_refdef.yOrigin = YCENTERING;
sw32_D_Init ();
Skin_Init ();
}
void
sw32_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
int i;
mod_brush_t *brush = &worldmodel->brush;
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.renderer.model = worldmodel;
R_FreeAllEntities ();
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for (i = 0; i < brush->numleafs; i++)
brush->leafs[i].efrags = NULL;
if (brush->skytexture)
sw32_R_InitSky (brush->skytexture);
// Force a vis update
r_viewleaf = NULL;
R_MarkLeaves ();
sw32_R_ClearParticles ();
r_cnumsurfs = r_maxsurfs->int_val;
if (r_cnumsurfs <= MINSURFACES)
r_cnumsurfs = MINSURFACES;
if (r_cnumsurfs > NUMSTACKSURFACES) {
sw32_surfaces = Hunk_AllocName (r_cnumsurfs * sizeof (surf_t), "surfaces");
sw32_surface_p = sw32_surfaces;
sw32_surf_max = &sw32_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
sw32_surfaces--;
} else {
r_surfsonstack = true;
}
sw32_r_maxedgesseen = 0;
sw32_r_maxsurfsseen = 0;
sw32_r_numallocatededges = r_maxedges->int_val;
if (sw32_r_numallocatededges < MINEDGES)
sw32_r_numallocatededges = MINEDGES;
if (sw32_r_numallocatededges <= NUMSTACKEDGES) {
sw32_auxedges = NULL;
} else {
sw32_auxedges = Hunk_AllocName (sw32_r_numallocatededges * sizeof (edge_t),
"edges");
}
sw32_r_dowarpold = false;
sw32_r_viewchanged = false;
}
/*
R_ViewChanged
Called every time the vid structure or r_refdef changes.
Guaranteed to be called before the first refresh
*/
void
sw32_R_ViewChanged (float aspect)
{
int i;
float res_scale;
sw32_r_viewchanged = true;
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 * sw32_r_aliasuvscale);
r_refdef.aliasvrect.y = (int) (r_refdef.vrect.y * sw32_r_aliasuvscale);
r_refdef.aliasvrect.width = (int) (r_refdef.vrect.width * sw32_r_aliasuvscale);
r_refdef.aliasvrect.height = (int) (r_refdef.vrect.height *
sw32_r_aliasuvscale);
r_refdef.aliasvrectright = r_refdef.aliasvrect.x +
r_refdef.aliasvrect.width;
r_refdef.aliasvrectbottom = r_refdef.aliasvrect.y +
r_refdef.aliasvrect.height;
sw32_pixelAspect = aspect;
xOrigin = r_refdef.xOrigin;
yOrigin = r_refdef.yOrigin;
screenAspect = r_refdef.vrect.width * sw32_pixelAspect / r_refdef.vrect.height;
// 320*200 1.0 sw32_pixelAspect = 1.6 screenAspect
// 320*240 1.0 sw32_pixelAspect = 1.3333 screenAspect
// proper 320*200 sw32_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
sw32_xcenter = ((float) r_refdef.vrect.width * XCENTERING) +
r_refdef.vrect.x - 0.5;
sw32_aliasxcenter = sw32_xcenter * sw32_r_aliasuvscale;
sw32_ycenter = ((float) r_refdef.vrect.height * YCENTERING) +
r_refdef.vrect.y - 0.5;
sw32_aliasycenter = sw32_ycenter * sw32_r_aliasuvscale;
sw32_xscale = r_refdef.vrect.width / r_refdef.horizontalFieldOfView;
sw32_aliasxscale = sw32_xscale * sw32_r_aliasuvscale;
sw32_xscaleinv = 1.0 / sw32_xscale;
sw32_yscale = sw32_xscale * sw32_pixelAspect;
sw32_aliasyscale = sw32_yscale * sw32_r_aliasuvscale;
sw32_yscaleinv = 1.0 / sw32_yscale;
sw32_xscaleshrink = (r_refdef.vrect.width - 6) / r_refdef.horizontalFieldOfView;
sw32_yscaleshrink = sw32_xscaleshrink * sw32_pixelAspect;
// left side clip
sw32_screenedge[0].normal[0] = -1.0 / (xOrigin *
r_refdef.horizontalFieldOfView);
sw32_screenedge[0].normal[1] = 0;
sw32_screenedge[0].normal[2] = 1;
sw32_screenedge[0].type = PLANE_ANYZ;
// right side clip
sw32_screenedge[1].normal[0] = 1.0 / ((1.0 - xOrigin) *
r_refdef.horizontalFieldOfView);
sw32_screenedge[1].normal[1] = 0;
sw32_screenedge[1].normal[2] = 1;
sw32_screenedge[1].type = PLANE_ANYZ;
// top side clip
sw32_screenedge[2].normal[0] = 0;
sw32_screenedge[2].normal[1] = -1.0 / (yOrigin * verticalFieldOfView);
sw32_screenedge[2].normal[2] = 1;
sw32_screenedge[2].type = PLANE_ANYZ;
// bottom side clip
sw32_screenedge[3].normal[0] = 0;
sw32_screenedge[3].normal[1] = 1.0 / ((1.0 - yOrigin) * verticalFieldOfView);
sw32_screenedge[3].normal[2] = 1;
sw32_screenedge[3].type = PLANE_ANYZ;
for (i = 0; i < 4; i++)
VectorNormalize (sw32_screenedge[i].normal);
res_scale = sqrt ((double) (r_refdef.vrect.width * r_refdef.vrect.height) /
(320.0 * 152.0)) * (2.0 /
r_refdef.horizontalFieldOfView);
sw32_r_aliastransition = r_aliastransbase->value * res_scale;
sw32_r_resfudge = r_aliastransadj->value * res_scale;
sw32_D_ViewChanged ();
}
static void
R_DrawEntitiesOnList (void)
{
int j;
unsigned int lnum;
alight_t lighting;
entity_t *ent;
// FIXME: remove and do real lighting
float lightvec[3] = { -1, 0, 0 };
vec3_t dist;
float add;
float minlight;
if (!r_drawentities->int_val)
return;
for (ent = r_ent_queue; ent; ent = ent->next) {
currententity = ent;
switch (currententity->renderer.model->type) {
case mod_sprite:
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
sw32_R_DrawSprite ();
break;
case mod_alias:
case mod_iqm:
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
minlight = max (currententity->renderer.min_light,
currententity->renderer.model->min_light);
// see if the bounding box lets us trivially reject, also
// sets trivial accept status
currententity->visibility.trivial_accept = 0; //FIXME
if (currententity->renderer.model->type == mod_iqm//FIXME
|| sw32_R_AliasCheckBBox ()) {
// 128 instead of 255 due to clamping below
j = max (R_LightPoint (&r_worldentity.renderer.model->brush,
currententity->origin),
minlight * 128);
lighting.ambientlight = j;
lighting.shadelight = j;
lighting.plightvec = lightvec;
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (r_dlights[lnum].die >= vr_data.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;
if (currententity->renderer.model->type == mod_iqm)
sw32_R_IQMDrawModel (&lighting);
else
sw32_R_AliasDrawModel (&lighting);
}
break;
default:
break;
}
}
}
static void
R_DrawViewModel (void)
{
// FIXME: remove and do real lighting
float lightvec[3] = { -1, 0, 0 };
int j;
unsigned int lnum;
vec3_t dist;
float add;
float minlight;
dlight_t *dl;
if (vr_data.inhibit_viewmodel || !r_drawviewmodel->int_val
|| !r_drawentities->int_val)
return;
currententity = vr_data.view_model;
if (!currententity->renderer.model)
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
VectorCopy (vup, viewlightvec);
VectorNegate (viewlightvec, viewlightvec);
minlight = max (currententity->renderer.min_light,
currententity->renderer.model->min_light);
j = max (R_LightPoint (&r_worldentity.renderer.model->brush,
currententity->origin), minlight * 128);
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 < vr_data.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;
sw32_R_AliasDrawModel (&r_viewlighting);
}
static int
R_BmodelCheckBBox (model_t *clmodel, float *minmaxs)
{
int i, *pindex, clipflags;
vec3_t acceptpt, rejectpt;
double d;
mat4f_t mat;
clipflags = 0;
Transform_GetWorldMatrix (currententity->transform, mat);
if (mat[0][0] != 1 || mat[1][1] != 1 || mat[2][2] != 1) {
for (i = 0; i < 4; i++) {
d = DotProduct (currententity->origin, sw32_view_clipplanes[i].normal);
d -= sw32_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 = sw32_pfrustum_indexes[i];
rejectpt[0] = minmaxs[pindex[0]];
rejectpt[1] = minmaxs[pindex[1]];
rejectpt[2] = minmaxs[pindex[2]];
d = DotProduct (rejectpt, sw32_view_clipplanes[i].normal);
d -= sw32_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, sw32_view_clipplanes[i].normal);
d -= sw32_view_clipplanes[i].dist;
if (d <= 0)
clipflags |= (1 << i);
}
}
return clipflags;
}
static void
R_DrawBEntitiesOnList (void)
{
int j, clipflags;
unsigned int k;
vec3_t oldorigin;
model_t *clmodel;
float minmaxs[6];
entity_t *ent;
if (!r_drawentities->int_val)
return;
VectorCopy (modelorg, oldorigin);
insubmodel = true;
for (ent = r_ent_queue; ent; ent = ent->next) {
currententity = ent;
switch (currententity->renderer.model->type) {
case mod_brush:
clmodel = currententity->renderer.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) {
mod_brush_t *brush = &clmodel->brush;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// FIXME: is this needed?
VectorCopy (modelorg, sw32_r_worldmodelorg);
r_pcurrentvertbase = brush->vertexes;
// FIXME: stop transforming twice
sw32_R_RotateBmodel ();
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (brush->firstmodelsurface != 0) {
vec3_t lightorigin;
for (k = 0; k < r_maxdlights; k++) {
if ((r_dlights[k].die < vr_data.realtime) ||
(!r_dlights[k].radius)) continue;
VectorSubtract (r_dlights[k].origin,
currententity->origin,
lightorigin);
R_RecursiveMarkLights (brush, lightorigin,
&r_dlights[k], k,
brush->nodes
+ 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 (sw32_r_drawpolys | sw32_r_drawculledpolys) {
sw32_R_ZDrawSubmodelPolys (clmodel);
} else {
if (currententity->visibility.topnode) {
mnode_t *topnode
= currententity->visibility.topnode;
if (topnode->contents >= 0) {
// not a leaf; has to be clipped to the world
// BSP
sw32_r_clipflags = clipflags;
sw32_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
sw32_R_DrawSubmodelPolygons (clmodel, clipflags);
}
}
}
// put back world rotation and frustum clipping
// FIXME: sw32_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);
sw32_R_TransformFrustum ();
}
break;
default:
break;
}
}
insubmodel = false;
}
static void
R_PrintDSpeeds (void)
{
float ms, dp_time, r_time2, rw_time, db_time, se_time, de_time,
dv_time;
r_time2 = Sys_DoubleTime ();
dp_time = (dp_time2 - dp_time1) * 1000;
rw_time = (rw_time2 - rw_time1) * 1000;
db_time = (db_time2 - db_time1) * 1000;
se_time = (se_time2 - se_time1) * 1000;
de_time = (de_time2 - de_time1) * 1000;
dv_time = (dv_time2 - dv_time1) * 1000;
ms = (r_time2 - r_time1) * 1000;
Sys_Printf ("%3i %4.1fp %3iw %4.1fb %3is %4.1fe %4.1fv\n",
(int) ms, dp_time, (int) rw_time, db_time, (int) se_time,
de_time, dv_time);
}
static 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 (sw32_auxedges) {
sw32_r_edges = sw32_auxedges;
} else {
sw32_r_edges = (edge_t *)
(((intptr_t) &ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
}
if (r_surfsonstack) {
sw32_surfaces = (surf_t *)
(((intptr_t) &lsurfs[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
sw32_surf_max = &sw32_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
sw32_surfaces--;
}
sw32_R_BeginEdgeFrame ();
if (r_dspeeds->int_val) {
rw_time1 = Sys_DoubleTime ();
}
sw32_R_RenderWorld ();
if (sw32_r_drawculledpolys)
sw32_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
sw32_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 (!(sw32_r_drawpolys | sw32_r_drawculledpolys))
sw32_R_ScanEdges ();
}
// LordHavoc: took out of stack and made 4x size for 32bit capacity
static byte warpbuffer[WARP_WIDTH * WARP_HEIGHT * 4];
/*
R_RenderView
r_refdef must be set before the first call
*/
static void
R_RenderView_ (void)
{
if (r_norefresh->int_val)
return;
sw32_r_warpbuffer = warpbuffer;
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
r_time1 = Sys_DoubleTime ();
sw32_R_SetupFrame ();
#ifdef PASSAGES
SetVisibilityByPassages ();
#else
R_MarkLeaves (); // done here so we know if we're in water
#endif
R_PushDlights (vec3_origin);
if (!r_worldentity.renderer.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 ();
}
sw32_R_DrawParticles ();
if (r_dspeeds->int_val)
dp_time2 = Sys_DoubleTime ();
if (sw32_r_dowarp)
sw32_D_WarpScreen ();
if (r_timegraph->int_val)
R_TimeGraph ();
if (r_zgraph->int_val)
R_ZGraph ();
if (r_aliasstats->int_val)
sw32_R_PrintAliasStats ();
if (r_speeds->int_val)
sw32_R_PrintTimes ();
if (r_dspeeds->int_val)
R_PrintDSpeeds ();
if (r_reportsurfout->int_val && sw32_r_outofsurfaces)
Sys_Printf ("Short %d surfaces\n", sw32_r_outofsurfaces);
if (r_reportedgeout->int_val && sw32_r_outofedges)
Sys_Printf ("Short roughly %d edges\n", sw32_r_outofedges * 2 / 3);
}
void
sw32_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 ((intptr_t) (&dummy) & 3)
Sys_Error ("Stack is missaligned");
if ((intptr_t) (&sw32_r_warpbuffer) & 3)
Sys_Error ("Globals are missaligned");
R_RenderView_ ();
}
void
sw32_R_InitTurb (void)
{
int i;
for (i = 0; i < MAXWIDTH; i++) {
sw32_sintable[i] = AMP + sin (i * 3.14159 * 2 / CYCLE) * AMP;
sw32_intsintable[i] = AMP2 + sin (i * 3.14159 * 2 / CYCLE) * AMP2;
// AMP2 not 20
}
}
void
sw32_R_ClearState (void)
{
R_ClearEfrags ();
R_ClearDlights ();
sw32_R_ClearParticles ();
}