mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
c8472755d1
One more step towards BSP thread-safety. This one brought with it a very noticeable speed boost (ie, not lost in the noise) thanks to the face visframes being in tightly packed groups instead of 128 bytes apart, though the sw render's boost is lost in the noise (but it's very fill-rate limited).
205 lines
4.2 KiB
C
205 lines
4.2 KiB
C
/*
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gl_rmisc.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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#if defined(_WIN32) && defined(HAVE_MALLOC_H)
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#include <malloc.h>
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_draw.h"
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#include "QF/GL/qf_fisheye.h"
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#include "QF/GL/qf_lightmap.h"
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#include "QF/GL/qf_particles.h"
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#include "QF/GL/qf_rlight.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_sky.h"
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#include "QF/GL/qf_sprite.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "varrays.h"
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#include "vid_gl.h"
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static gltex_t gl_notexture = { };
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static void
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gl_R_LoadSky_f (void)
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{
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if (Cmd_Argc () != 2) {
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Sys_Printf ("loadsky <name> : load a skybox\n");
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return;
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}
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gl_R_LoadSkys (Cmd_Argv (1));
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}
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/*
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R_TimeRefresh_f
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For program optimization
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LordHavoc: improved appearance and accuracy of timerefresh
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*/
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static void
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gl_R_TimeRefresh_f (void)
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{
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/*FIXME update for simd
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double start, stop, time;
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int i;
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gl_ctx->end_rendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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gl_R_RenderView ();
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gl_ctx->end_rendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
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*/
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}
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void
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gl_R_Init (void)
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{
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r_notexture_mip->render = &gl_notexture;
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R_Init_Cvars ();
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Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
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"Tests the current refresh rate for the current location");
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Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox");
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gl_Draw_Init ();
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glrmain_init ();
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gl_lightmap_init ();
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SCR_Init ();
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gl_R_InitBubble ();
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GDT_Init ();
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gl_R_InitGraphTextures ();
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gl_Skin_Init_Textures ();
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r_init = 1;
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gl_R_InitParticles ();
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gl_R_InitSprites ();
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Skin_Init ();
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gl_InitFisheye ();
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}
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static void
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register_textures (mod_brush_t *brush)
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{
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texture_t *tex;
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for (unsigned i = 0; i < brush->numtextures; i++) {
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tex = brush->textures[i];
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if (!tex)
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continue;
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gl_R_AddTexture (tex);
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}
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}
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void
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gl_R_NewScene (scene_t *scene)
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{
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texture_t *tex;
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mod_brush_t *brush;
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for (int i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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r_refdef.worldmodel = scene->worldmodel;
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brush = &scene->worldmodel->brush;
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// clear out efrags in case the level hasn't been reloaded
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for (unsigned i = 0; i < brush->modleafs; i++)
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brush->leafs[i].efrags = NULL;
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// Force a vis update
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R_MarkLeaves (0, 0, 0, 0);
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R_ClearParticles ();
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GL_BuildLightmaps (scene->models, scene->num_models);
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// identify sky texture
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gl_R_ClearTextures ();
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for (unsigned i = 0; i < brush->numtextures; i++) {
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tex = brush->textures[i];
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if (!tex)
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continue;
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if (!strncmp (tex->name, "sky", 3)) {
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gl_R_InitSky (tex);
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}
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}
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gl_R_InitSurfaceChains (brush);
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gl_R_AddTexture (r_notexture_mip);
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register_textures (brush);
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for (int i = 0; i < scene->num_models; i++) {
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if (!scene->models[i])
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continue;
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if (*scene->models[i]->path == '*')
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continue;
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if (scene->models[i] != r_refdef.worldmodel
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&& scene->models[i]->type == mod_brush)
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register_textures (&scene->models[i]->brush);
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}
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}
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