quakeforge/libs/video/renderer/sw/sw_rmisc.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00

320 lines
6.4 KiB
C

/*
sw_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
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "compat.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_sw.h"
static void
R_CheckVariables (void)
{
}
/*
R_TimeRefresh_f
For program optimization
*/
void
R_TimeRefresh_f (void)
{
int i;
float start, stop, time;
int startangle;
vrect_t vr;
startangle = r_refdef.viewangles[1];
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i / 128.0 * 360.0;
VID_LockBuffer ();
R_RenderView ();
VID_UnlockBuffer ();
vr.x = r_refdef.vrect.x;
vr.y = r_refdef.vrect.y;
vr.width = r_refdef.vrect.width;
vr.height = r_refdef.vrect.height;
vr.next = NULL;
sw_ctx->update (&vr);
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
r_refdef.viewangles[1] = startangle;
}
void
R_LoadSky_f (void)
{
if (Cmd_Argc () != 2) {
Sys_Printf ("loadsky <name> : load a skybox\n");
return;
}
R_LoadSkys (Cmd_Argv (1));
}
void
R_PrintTimes (void)
{
float r_time2;
float ms;
r_time2 = Sys_DoubleTime ();
ms = 1000 * (r_time2 - r_time1);
Sys_Printf ("%5.1f ms %3i/%3i/%3i poly %3i surf\n",
ms, c_faceclip, r_polycount, r_drawnpolycount, c_surf);
c_surf = 0;
}
void
R_PrintAliasStats (void)
{
Sys_Printf ("%3i polygon model drawn\n", r_amodels_drawn);
}
void
R_TransformFrustum (void)
{
int i;
vec3_t v, v2;
for (i = 0; i < 4; i++) {
v[0] = screenedge[i].normal[2];
v[1] = -screenedge[i].normal[0];
v[2] = screenedge[i].normal[1];
v2[0] = v[1] * vright[0] + v[2] * vup[0] + v[0] * vpn[0];
v2[1] = v[1] * vright[1] + v[2] * vup[1] + v[0] * vpn[1];
v2[2] = v[1] * vright[2] + v[2] * vup[2] + v[0] * vpn[2];
VectorCopy (v2, view_clipplanes[i].normal);
view_clipplanes[i].dist = DotProduct (modelorg, v2);
}
}
#ifdef PIC
# undef USE_INTEL_ASM //XXX asm pic hack
#endif
#ifndef USE_INTEL_ASM
void
TransformVector (const vec3_t in, vec3_t out)
{
out[0] = DotProduct (in, vright);
out[1] = DotProduct (in, vup);
out[2] = DotProduct (in, vpn);
}
#endif
void
R_TransformPlane (plane_t *p, float *normal, float *dist)
{
float d;
d = DotProduct (r_origin, p->normal);
*dist = p->dist - d;
// TODO: when we have rotating entities, this will need to use the view matrix
TransformVector (p->normal, normal);
}
static void
R_SetUpFrustumIndexes (void)
{
int i, j, *pindex;
pindex = r_frustum_indexes;
for (i = 0; i < 4; i++) {
for (j = 0; j < 3; j++) {
if (view_clipplanes[i].normal[j] < 0) {
pindex[j] = j;
pindex[j + 3] = j + 3;
} else {
pindex[j] = j + 3;
pindex[j + 3] = j;
}
}
// FIXME: do just once at start
pfrustum_indexes[i] = pindex;
pindex += 6;
}
}
void
R_SetupFrame (void)
{
int edgecount;
vrect_t vrect;
float w, h;
// don't allow cheats in multiplayer
Cvar_SetValue (r_ambient, 0);
Cvar_SetValue (r_drawflat, 0);
if (r_numsurfs->int_val) {
if ((surface_p - surfaces) > r_maxsurfsseen)
r_maxsurfsseen = surface_p - surfaces;
Sys_Printf ("Used %ld of %ld surfs; %d max\n",
(long)(surface_p - surfaces),
(long)(surf_max - surfaces), r_maxsurfsseen);
}
if (r_numedges->int_val) {
edgecount = edge_p - r_edges;
if (edgecount > r_maxedgesseen)
r_maxedgesseen = edgecount;
Sys_Printf ("Used %d of %d edges; %d max\n", edgecount,
r_numallocatededges, r_maxedgesseen);
}
r_refdef.ambientlight = max (r_ambient->value, 0);
R_CheckVariables ();
R_AnimateLight ();
R_ClearEnts ();
r_framecount++;
numbtofpolys = 0;
// debugging
#if 0
r_refdef.vieworg[0] = 80;
r_refdef.vieworg[1] = 64;
r_refdef.vieworg[2] = 40;
r_refdef.viewangles[0] = 0;
r_refdef.viewangles[1] = 46.763641357;
r_refdef.viewangles[2] = 0;
#endif
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, modelorg);
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
R_SetFrustum ();
// current viewleaf
r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.renderer.model);
r_dowarpold = r_dowarp;
r_dowarp = r_waterwarp->int_val && (r_viewleaf->contents <=
CONTENTS_WATER);
if ((r_dowarp != r_dowarpold) || r_viewchanged) {
if (r_dowarp) {
if ((vid.width <= WARP_WIDTH)
&& (vid.height <= WARP_HEIGHT)) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height;
R_SetVrect (&vrect, &r_refdef.vrect, vr_data.lineadj);
R_ViewChanged (vid.aspect);
} else {
w = vid.width;
h = vid.height;
if (w > WARP_WIDTH) {
h *= (float) WARP_WIDTH / w;
w = WARP_WIDTH;
}
if (h > WARP_HEIGHT) {
h = WARP_HEIGHT;
w *= (float) WARP_HEIGHT / h;
}
vrect.x = 0;
vrect.y = 0;
vrect.width = (int) w;
vrect.height = (int) h;
R_SetVrect (&vrect, &r_refdef.vrect,
(int) ((float) vr_data.lineadj *
(h / (float) vid.height)));
R_ViewChanged (vid.aspect * (h / w) * ((float) vid.width /
(float) vid.height));
}
} else {
r_refdef.vrect = scr_vrect;
R_ViewChanged (vid.aspect);
}
r_viewchanged = false;
}
// start off with just the four screen edge clip planes
R_TransformFrustum ();
// save base values
VectorCopy (vpn, base_vpn);
VectorCopy (vright, base_vright);
VectorCopy (vup, base_vup);
VectorCopy (modelorg, base_modelorg);
R_SetSkyFrame ();
R_SetUpFrustumIndexes ();
r_cache_thrash = false;
// clear frame counts
c_faceclip = 0;
r_polycount = 0;
r_drawnpolycount = 0;
r_amodels_drawn = 0;
r_outofsurfaces = 0;
r_outofedges = 0;
D_SetupFrame ();
}