mirror of
https://git.code.sf.net/p/quake/quakeforge
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fbc1bd9f6e
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.
128 lines
2.9 KiB
C
128 lines
2.9 KiB
C
/*
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r_bsp.c
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Common bsp rendering.
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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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#include "QF/cvar.h"
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#include "QF/sys.h"
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#include "r_internal.h"
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mvertex_t *r_pcurrentvertbase;
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mleaf_t *r_viewleaf;
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static mleaf_t *r_oldviewleaf;
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void
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R_MarkLeaves (void)
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{
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byte solid[8192];
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byte *vis;
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int c;
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unsigned int i;
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mleaf_t *leaf;
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mnode_t *node;
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msurface_t **mark;
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mod_brush_t *brush = &r_worldentity.renderer.model->brush;
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if (r_oldviewleaf == r_viewleaf && !r_novis->int_val)
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return;
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r_visframecount++;
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r_oldviewleaf = r_viewleaf;
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if (!r_viewleaf)
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return;
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if (r_novis->int_val) {
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r_oldviewleaf = 0; // so vis will be recalcualted when novis gets
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// turned off
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vis = solid;
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memset (solid, 0xff, (brush->numleafs + 7) >> 3);
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} else
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vis = Mod_LeafPVS (r_viewleaf, r_worldentity.renderer.model);
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for (i = 0; (int) i < brush->numleafs; i++) {
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if (vis[i >> 3] & (1 << (i & 7))) {
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leaf = &brush->leafs[i + 1];
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if ((c = leaf->nummarksurfaces)) {
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mark = leaf->firstmarksurface;
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do {
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(*mark)->visframe = r_visframecount;
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mark++;
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} while (--c);
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}
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leaf->visframe = r_visframecount;
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node = brush->leaf_parents[leaf - brush->leafs];
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while (node) {
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if (node->visframe == r_visframecount)
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break;
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node->visframe = r_visframecount;
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node = brush->node_parents[node - brush->nodes];
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}
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}
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}
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}
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/*
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R_TextureAnimation
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Returns the proper texture for a given time and base texture
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*/
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texture_t *
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R_TextureAnimation (msurface_t *surf)
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{
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texture_t *base = surf->texinfo->texture;
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int count, relative;
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if (currententity->animation.frame) {
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if (base->alternate_anims)
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base = base->alternate_anims;
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}
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if (!base->anim_total)
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return base;
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relative = (int) (vr_data.realtime * 10) % base->anim_total;
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count = 0;
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while (base->anim_min > relative || base->anim_max <= relative) {
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base = base->anim_next;
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if (!base)
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Sys_Error ("R_TextureAnimation: broken cycle");
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if (++count > 100)
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Sys_Error ("R_TextureAnimation: infinite cycle");
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}
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return base;
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}
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