mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-21 01:50:53 +00:00
a8e0bcabf9
It turns out glsl, sw and sw32 weren't getting any benefit from R_CullBox because the frustum wasn't setup :P. Get another 8% out of bigass1 (174->184fps). bigass1 now runs 2x as fast as it did before I started this optimisation run :)
127 lines
3.1 KiB
C
127 lines
3.1 KiB
C
/*
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#FILENAME#
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#DESCRIPTION#
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Copyright (C) 2001 #AUTHOR#
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Author: #AUTHOR#
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Date: #DATE#
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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/cvar.h"
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#include "QF/qtypes.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "r_internal.h"
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qboolean r_inhibit_viewmodel;
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qboolean r_force_fullscreen;
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qboolean r_paused;
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double r_realtime;
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double r_frametime;
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entity_t *r_view_model;
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entity_t *r_player_entity;
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float r_time1;
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int r_lineadj;
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qboolean r_active;
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int r_init;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount = 1; // so frame counts initialized to 0 don't match
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vec3_t modelorg; // modelorg is the viewpoint relative to
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// the currently rendering entity
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vec3_t base_modelorg;
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vec3_t r_entorigin; // the currently rendering entity in world
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// coordinates
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entity_t *currententity;
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entity_t r_worldentity;
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qboolean r_cache_thrash; // set if surface cache is thrashing
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// view origin
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vec3_t vup, base_vup;
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vec3_t vpn, base_vpn;
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vec3_t vright, base_vright;
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vec3_t r_origin;
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// screen size info
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refdef_t r_refdef;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
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byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
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static inline int
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SignbitsForPlane (plane_t *out)
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{
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int bits, j;
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// for fast box on planeside test
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bits = 0;
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for (j = 0; j < 3; j++) {
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if (out->normal[j] < 0)
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bits |= 1 << j;
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}
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return bits;
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}
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void
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R_SetFrustum (void)
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{
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int i;
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// rotate VPN right by FOV_X/2 degrees
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RotatePointAroundVector (frustum[0].normal, vup, vpn,
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-(90 - r_refdef.fov_x / 2));
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// rotate VPN left by FOV_X/2 degrees
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RotatePointAroundVector (frustum[1].normal, vup, vpn,
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90 - r_refdef.fov_x / 2);
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// rotate VPN up by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[2].normal, vright, vpn,
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90 - r_refdef.fov_y / 2);
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// rotate VPN down by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[3].normal, vright, vpn,
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-(90 - r_refdef.fov_y / 2));
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for (i = 0; i < 4; i++) {
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frustum[i].type = PLANE_ANYZ;
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frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
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frustum[i].signbits = SignbitsForPlane (&frustum[i]);
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}
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}
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