quakeforge/libs/video/renderer/gl/gl_rmisc.c
Bill Currie 585f1161db [renderer] Clean up R_MarkLeaves
Really? More to clean up before (vulkan) bsp rendering is thread-safe?
However, R_MarkLeaves was pretty close: just oldviewleaf and
visframecount, but that's still too much. Also, the reliance on
r_refdef.worldmodel irked me.
2023-06-29 00:49:14 +09:00

198 lines
4 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#if defined(_WIN32) && defined(HAVE_MALLOC_H)
#include <malloc.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#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 gltex_t gl_notexture = { };
static void
gl_R_LoadSky_f (void)
{
if (Cmd_Argc () != 2) {
Sys_Printf ("loadsky <name> : 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_notexture_mip->render = &gl_notexture;
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;
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);
}
}