mirror of
https://git.code.sf.net/p/quake/quakeforge
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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).
222 lines
4.4 KiB
C
222 lines
4.4 KiB
C
/*
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glsl_main.c
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GLSL rendering
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_bsp.h"
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#include "QF/GLSL/qf_draw.h"
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#include "QF/GLSL/qf_fisheye.h"
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#include "QF/GLSL/qf_iqm.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_main.h"
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#include "QF/GLSL/qf_particles.h"
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#include "QF/GLSL/qf_sprite.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_warp.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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mat4f_t glsl_projection;
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mat4f_t glsl_view;
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static void
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R_SetupView (void)
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{
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static mat4f_t z_up = {
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{ 0, 0, 1, 0},
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{-1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 0, 1},
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};
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mmulf (glsl_view, z_up, r_refdef.camera_inverse);
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qfeglEnable (GL_CULL_FACE);
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qfeglEnable (GL_DEPTH_TEST);
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}
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void
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glsl_R_RenderEntities (entqueue_t *queue)
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{
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int begun;
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if (!r_drawentities)
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return;
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#define RE_LOOP(type_name, Type) \
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do { \
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begun = 0; \
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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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if (!begun) { \
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glsl_R_##Type##Begin (); \
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begun = 1; \
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} \
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glsl_R_Draw##Type (ent); \
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} \
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if (begun) \
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glsl_R_##Type##End (); \
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} while (0)
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RE_LOOP (alias, Alias);
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RE_LOOP (iqm, IQM);
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RE_LOOP (sprite, Sprite);
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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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entity_t *ent = vr_data.view_model;
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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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|| !ent->renderer.model)
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return;
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// hack the depth range to prevent view model from poking into walls
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qfeglDepthRangef (0, 0.3);
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glsl_R_AliasBegin ();
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glsl_R_DrawAlias (ent);
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glsl_R_AliasEnd ();
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qfeglDepthRangef (0, 1);
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}
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void
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glsl_R_RenderView (void)
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{
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if (!r_refdef.worldmodel) {
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return;
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}
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memcpy (glsl_projection, glsl_ctx->projection, sizeof (mat4f_t));
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R_SetupView ();
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glsl_R_DrawWorld ();
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glsl_R_DrawSky ();
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if (vr_data.view_model) {
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R_DrawViewModel ();
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}
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}
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static void
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glsl_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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glsl_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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glsl_R_RenderView ();
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glsl_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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glsl_R_Init (void)
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{
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Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
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"Test the current refresh rate for the current location.");
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R_Init_Cvars ();
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glsl_Draw_Init ();
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SCR_Init ();
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glsl_R_InitBsp ();
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glsl_R_InitAlias ();
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glsl_R_InitIQM ();
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glsl_R_InitSprites ();
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glsl_R_InitParticles ();
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glsl_InitFisheye ();
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glsl_InitWarp ();
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Skin_Init ();
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}
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void
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glsl_R_NewScene (scene_t *scene)
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{
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int i;
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for (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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// Force a vis update
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R_MarkLeaves (0, 0, 0, 0);
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R_ClearParticles ();
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glsl_R_RegisterTextures (scene->models, scene->num_models);
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glsl_R_BuildLightmaps (scene->models, scene->num_models);
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glsl_R_BuildDisplayLists (scene->models, scene->num_models);
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}
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void
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glsl_R_LineGraph (int x, int y, int *h_vals, int count, int height)
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{
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}
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void
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glsl_R_ClearState (void)
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{
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r_refdef.worldmodel = 0;
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearParticles ();
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}
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