mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-23 09:20:40 +00:00
35ec2ebb4c
While the insertion of dlights into the BSP might wind up being overly expensive, the automatic management of the component pool cleans up the various loops in the renderers. Unfortunately, (current bug) lights on entities cause the entity to disappear due to how the entity queue system works, and the doubled efrag chain causes crashes when changing maps, meaning lights should be on their own entities, not additional components on entities with visible models. Also, the vulkan renderer segfaults on dlights (fix incoming, along with shadows for dlights).
695 lines
17 KiB
C
695 lines
17 KiB
C
/*
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r_main.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#ifdef HAVE_STDLIB_H
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# include <stdlib.h>
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#endif
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#include <math.h>
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#include "QF/cmd.h"
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#include "QF/scene/entity.h"
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#include "compat.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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#include "vid_sw.h"
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#ifdef PIC
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# undef USE_INTEL_ASM //XXX asm pic hack
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#endif
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const byte *r_colormap;
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int r_numallocatededges;
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bool r_drawpolys;
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bool r_drawculledpolys;
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bool r_worldpolysbacktofront;
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bool r_recursiveaffinetriangles = true;
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int r_pixbytes = 1;
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int r_outofsurfaces;
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int r_outofedges;
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bool r_viewchanged;
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int c_surf;
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int r_maxsurfsseen, r_maxedgesseen;
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static int r_cnumsurfs;
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static bool r_surfsonstack;
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int r_clipflags;
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static byte *r_stack_start;
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// screen size info
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float xcenter, ycenter;
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float xscale, yscale;
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float xscaleinv, yscaleinv;
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float xscaleshrink, yscaleshrink;
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float aliasxscale, aliasyscale, aliasxcenter, aliasycenter;
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int screenwidth;
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float pixelAspect;
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plane_t screenedge[4];
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// refresh flags
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int r_polycount;
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int r_drawnpolycount;
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int *pfrustum_indexes[4];
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int r_frustum_indexes[4 * 6];
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vec3_t vup, base_vup;
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vec3_t vfwd, base_vfwd;
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vec3_t vright, base_vright;
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float r_viewmatrix[3][4];
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float r_aliastransition, r_resfudge;
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void
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sw_R_Init (void)
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{
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int dummy;
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// get stack position so we can guess if we are going to overflow
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r_stack_start = (byte *) & dummy;
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R_Init_Cvars ();
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Draw_Init ();
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SCR_Init ();
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R_SetFPCW ();
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#ifdef USE_INTEL_ASM
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R_InitVars ();
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#endif
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R_InitTurb ();
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f, "Tests the current "
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"refresh rate for the current location");
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Cmd_AddCommand ("loadsky", R_LoadSky_f, "Load a skybox");
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r_maxedges = NUMSTACKEDGES;
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r_maxsurfs = NUMSTACKSURFACES;
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view_clipplanes[0].leftedge = true;
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view_clipplanes[1].rightedge = true;
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view_clipplanes[1].leftedge = view_clipplanes[2].leftedge =
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view_clipplanes[3].leftedge = false;
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view_clipplanes[0].rightedge = view_clipplanes[2].rightedge =
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view_clipplanes[3].rightedge = false;
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// TODO: collect 386-specific code in one place
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#ifdef USE_INTEL_ASM
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Sys_MakeCodeWriteable ((long) R_EdgeCodeStart,
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(long) R_EdgeCodeEnd - (long) R_EdgeCodeStart);
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#endif // USE_INTEL_ASM
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D_Init ();
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Skin_Init ();
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}
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uint32_t
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SW_AddEntity (entity_t ent)
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{
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// This takes advantage of the implicit (FIXME, make explicit) grouping of
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// the sw components: as all entities that get added here will always have
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// all three components, the three component pools are always in sync, thus
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// the pool count can be used as a render id which can in turn be used to
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// index the components within the pools.
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ecs_registry_t *reg = ent.reg;
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ecs_pool_t *pool = ®->comp_pools[scene_sw_matrix];
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uint32_t render_id = pool->count;
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transform_t transform = Entity_Transform (ent);
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Ent_SetComponent (ent.id, scene_sw_matrix, reg,
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Transform_GetWorldMatrixPtr (transform));
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, reg);
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Ent_SetComponent (ent.id, scene_sw_frame, reg, &animation->frame);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, reg);
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mod_brush_t *brush = &renderer->model->brush;
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Ent_SetComponent (ent.id, scene_sw_brush, reg, &brush);
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return render_id;
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}
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static void
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reset_sw_components (ecs_registry_t *reg)
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{
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static uint32_t sw_comps[] = {
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scene_sw_matrix,
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scene_sw_frame,
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scene_sw_brush,
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};
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for (int i = 0; i < 3; i++) {
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ecs_pool_t *pool = ®->comp_pools[sw_comps[i]];
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pool->count = 0; // remove component from every entity
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// reserve first component object (render id 0) for the world
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// pseudo-entity.
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//FIXME takes advantage of the lack of checks for the validity of the
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//entity id.
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Ent_SetComponent (0, sw_comps[i], reg, 0);
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// make sure entity 0 gets allocated a new component object as the
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// world pseudo-entity currently has no actual entity (FIXME)
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pool->dense[0] = nullent;
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}
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}
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void
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R_NewScene (scene_t *scene)
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{
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model_t *worldmodel = scene->worldmodel;
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mod_brush_t *brush = &worldmodel->brush;
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r_refdef.worldmodel = worldmodel;
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if (brush->skytexture)
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R_InitSky (brush->skytexture);
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R_ClearParticles ();
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r_cnumsurfs = r_maxsurfs;
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if (r_cnumsurfs <= MINSURFACES)
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r_cnumsurfs = MINSURFACES;
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if (r_cnumsurfs > NUMSTACKSURFACES) {
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surfaces = Hunk_AllocName (0, r_cnumsurfs * sizeof (surf_t),
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"surfaces");
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surface_p = surfaces;
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surf_max = &surfaces[r_cnumsurfs];
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r_surfsonstack = false;
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// surface 0 doesn't really exist; it's just a dummy because index 0
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// is used to indicate no edge attached to surface
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surfaces--;
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R_SurfacePatch ();
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} else {
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r_surfsonstack = true;
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}
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r_maxedgesseen = 0;
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r_maxsurfsseen = 0;
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r_numallocatededges = r_maxedges;
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if (r_numallocatededges < MINEDGES)
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r_numallocatededges = MINEDGES;
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if (r_numallocatededges <= NUMSTACKEDGES) {
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auxedges = NULL;
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} else {
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auxedges = Hunk_AllocName (0, r_numallocatededges * sizeof (edge_t),
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"edges");
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}
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r_dowarpold = false;
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r_viewchanged = false;
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}
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void
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R_SetColormap (const byte *cmap)
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{
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r_colormap = cmap;
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// TODO: collect 386-specific code in one place
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#ifdef USE_INTEL_ASM
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Sys_MakeCodeWriteable ((long) R_Surf8Start,
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(long) R_Surf8End - (long) R_Surf8Start);
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R_SurfPatch ();
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#endif // USE_INTEL_ASM
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}
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static inline void
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draw_sprite_entity (entity_t ent)
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{
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R_DrawSprite (ent);
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}
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static inline void
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setup_lighting (entity_t ent, alight_t *lighting)
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{
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float minlight = 0;
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int j;
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// FIXME: remove and do real lighting
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vec3_t dist;
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float add;
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float lightvec[3] = { -1, 0, 0 };
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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minlight = max (renderer->model->min_light, renderer->min_light);
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// 128 instead of 255 due to clamping below
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j = max (R_LightPoint (&r_refdef.worldmodel->brush, r_entorigin),
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minlight * 128);
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lighting->ambientlight = j;
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lighting->shadelight = j;
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VectorCopy (lightvec, lighting->lightvec);
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auto dlight_pool = &r_refdef.registry->comp_pools[scene_dynlight];
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auto dlight_data = (dlight_t *) dlight_pool->data;
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for (uint32_t i = 0; i < dlight_pool->count; i++) {
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auto dlight = &dlight_data[i];
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VectorSubtract (r_entorigin, dlight->origin, dist);
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add = dlight->radius - VectorLength (dist);
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if (add > 0)
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lighting->ambientlight += add;
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}
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// clamp lighting so it doesn't overbright as much
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if (lighting->ambientlight > 128)
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lighting->ambientlight = 128;
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if (lighting->ambientlight + lighting->shadelight > 192)
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lighting->shadelight = 192 - lighting->ambientlight;
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}
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static inline void
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draw_alias_entity (entity_t ent)
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{
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// see if the bounding box lets us trivially reject, also
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// sets trivial accept status
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
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ent.reg);
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visibility->trivial_accept = 0; //FIXME
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if (R_AliasCheckBBox (ent)) {
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alight_t lighting;
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setup_lighting (ent, &lighting);
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R_AliasDrawModel (ent, &lighting);
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}
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}
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static inline void
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draw_iqm_entity (entity_t ent)
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{
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// see if the bounding box lets us trivially reject, also
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// sets trivial accept status
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
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ent.reg);
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visibility->trivial_accept = 0; //FIXME
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alight_t lighting;
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setup_lighting (ent, &lighting);
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R_IQMDrawModel (ent, &lighting);
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}
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void
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R_DrawEntitiesOnList (entqueue_t *queue)
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{
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if (!r_drawentities)
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return;
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R_LowFPPrecision ();
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#define RE_LOOP(type_name) \
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do { \
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for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
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i++) { \
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entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \
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transform_t transform = Entity_Transform (ent); \
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r_entorigin = Transform_GetWorldPosition (transform); \
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draw_##type_name##_entity (ent); \
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} \
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} while (0)
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RE_LOOP (alias);
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RE_LOOP (iqm);
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RE_LOOP (sprite);
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R_HighFPPrecision ();
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}
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static void
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R_DrawViewModel (void)
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{
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// FIXME: remove and do real lighting
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int j;
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vec3_t dist;
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float add;
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float minlight;
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entity_t viewent;
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alight_t lighting;
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel
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|| !r_drawentities)
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return;
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viewent = vr_data.view_model;
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if (!Entity_Valid (viewent)) {
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return;
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}
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renderer_t *renderer = Ent_GetComponent (viewent.id, scene_renderer,
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viewent.reg);
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if (!renderer->model)
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return;
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if (!Ent_HasComponent (viewent.id, scene_visibility, viewent.reg)) {
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// ensure the view model has a visibility component because one won't
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// be added automatically, and the model rendering code expects there
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// to be one
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Ent_SetComponent (viewent.id, scene_visibility, viewent.reg, 0);
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}
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transform_t transform = Entity_Transform (viewent);
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VectorCopy (Transform_GetWorldPosition (transform), r_entorigin);
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VectorNegate (vup, lighting.lightvec);
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minlight = max (renderer->min_light, renderer->model->min_light);
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j = max (R_LightPoint (&r_refdef.worldmodel->brush,
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r_entorigin), minlight * 128);
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lighting.ambientlight = j;
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lighting.shadelight = j;
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// add dynamic lights
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auto dlight_pool = &r_refdef.registry->comp_pools[scene_dynlight];
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auto dlight_data = (dlight_t *) dlight_pool->data;
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for (uint32_t i = 0; i < dlight_pool->count; i++) {
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auto dl = &dlight_data[i];
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VectorSubtract (r_entorigin, dl->origin, dist);
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add = dl->radius - VectorLength (dist);
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if (add > 0)
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lighting.ambientlight += add;
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}
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// clamp lighting so it doesn't overbright as much
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if (lighting.ambientlight > 128)
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lighting.ambientlight = 128;
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if (lighting.ambientlight + lighting.shadelight > 192)
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lighting.shadelight = 192 - lighting.ambientlight;
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R_AliasDrawModel (viewent, &lighting);
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}
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static int
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R_BmodelCheckBBox (const vec4f_t *transform, float radius, float *minmaxs)
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{
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int i, *pindex, clipflags;
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vec3_t acceptpt, rejectpt;
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double d;
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clipflags = 0;
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if (transform[0][0] != 1 || transform[1][1] != 1 || transform[2][2] != 1) {
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for (i = 0; i < 4; i++) {
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d = DotProduct (transform[3], view_clipplanes[i].normal);
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d -= view_clipplanes[i].dist;
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if (d <= -radius)
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return BMODEL_FULLY_CLIPPED;
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if (d <= radius)
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clipflags |= (1 << i);
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}
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} else {
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for (i = 0; i < 4; i++) {
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// generate accept and reject points
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// FIXME: do with fast look-ups or integer tests based on the
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// sign bit of the floating point values
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pindex = pfrustum_indexes[i];
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rejectpt[0] = minmaxs[pindex[0]];
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rejectpt[1] = minmaxs[pindex[1]];
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rejectpt[2] = minmaxs[pindex[2]];
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d = DotProduct (rejectpt, view_clipplanes[i].normal);
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d -= view_clipplanes[i].dist;
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if (d <= 0)
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return BMODEL_FULLY_CLIPPED;
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acceptpt[0] = minmaxs[pindex[3 + 0]];
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acceptpt[1] = minmaxs[pindex[3 + 1]];
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acceptpt[2] = minmaxs[pindex[3 + 2]];
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d = DotProduct (acceptpt, view_clipplanes[i].normal);
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d -= view_clipplanes[i].dist;
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if (d <= 0)
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clipflags |= (1 << i);
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}
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}
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return clipflags;
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}
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static void
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R_DrawBrushEntitiesOnList (entqueue_t *queue)
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{
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int j, clipflags;
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unsigned int k;
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vec3_t origin;
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float minmaxs[6];
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if (!r_drawentities)
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return;
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insubmodel = true;
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auto dlight_pool = &r_refdef.registry->comp_pools[scene_dynlight];
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auto dlight_data = (dlight_t *) dlight_pool->data;
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for (size_t i = 0; i < queue->ent_queues[mod_brush].size; i++) {
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entity_t ent = queue->ent_queues[mod_brush].a[i];
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uint32_t render_id = SW_AddEntity (ent);
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vec4f_t *transform = Ent_GetComponent (ent.id, scene_sw_matrix,
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ent.reg);
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VectorCopy (transform[3], origin);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
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ent.reg);
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model_t *model = renderer->model;
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// see if the bounding box lets us trivially reject, also
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// sets trivial accept status
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for (j = 0; j < 3; j++) {
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minmaxs[j] = origin[j] + model->mins[j];
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minmaxs[3 + j] = origin[j] + model->maxs[j];
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}
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clipflags = R_BmodelCheckBBox (transform, model->radius, minmaxs);
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if (clipflags != BMODEL_FULLY_CLIPPED) {
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mod_brush_t *brush = &model->brush;
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VectorCopy (origin, r_entorigin);
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VectorSubtract (r_refdef.frame.position, r_entorigin, modelorg);
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r_pcurrentvertbase = brush->vertexes;
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// FIXME: stop transforming twice
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R_RotateBmodel (transform);
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|
// calculate dynamic lighting for bmodel if it's not an
|
|
// instanced model
|
|
if (brush->firstmodelsurface != 0) {
|
|
for (k = 0; k < dlight_pool->count; k++) {
|
|
auto dlight = &dlight_data[k];
|
|
vec4f_t lightorigin;
|
|
VectorSubtract (dlight->origin, origin, lightorigin);
|
|
lightorigin[3] = 1;
|
|
R_RecursiveMarkLights (brush, lightorigin,
|
|
dlight, 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");
|
|
|
|
d_framecount++;
|
|
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_ClearParticles ();
|
|
}
|