quakeforge/libs/video/renderer/sw/sw_rmain.c
Bill Currie 73e6e1684f FINALLY, the nq and qw renderers are merged. the view and particle subsystems
are not yet merged due to their dependence on the client, but that will come
soon.
2001-05-24 19:22:35 +00:00

966 lines
23 KiB
C

/*
r_main.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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/locs.h"
#include "QF/mathlib.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "d_iface.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_local.h"
#include "view.h"
void *colormap;
vec3_t viewlightvec;
alight_t r_viewlighting = { 128, 192, viewlightvec };
int r_numallocatededges;
qboolean r_drawpolys;
qboolean r_drawculledpolys;
qboolean r_worldpolysbacktofront;
qboolean r_recursiveaffinetriangles = true;
int r_pixbytes = 1;
float r_aliasuvscale = 1.0;
int r_outofsurfaces;
int r_outofedges;
qboolean r_dowarp, r_dowarpold, r_viewchanged;
int numbtofpolys;
btofpoly_t *pbtofpolys;
mvertex_t *r_pcurrentvertbase;
int c_surf;
int r_maxsurfsseen, r_maxedgesseen, r_cnumsurfs;
qboolean r_surfsonstack;
int r_clipflags;
byte *r_warpbuffer;
byte *r_stack_start;
qboolean r_fov_greater_than_90;
entity_t r_worldentity;
// view origin
vec3_t vup, base_vup;
vec3_t vpn, base_vpn;
vec3_t vright, base_vright;
vec3_t r_origin;
// screen size info
refdef_t r_refdef;
float xcenter, ycenter;
float xscale, yscale;
float xscaleinv, yscaleinv;
float xscaleshrink, yscaleshrink;
float aliasxscale, aliasyscale, aliasxcenter, aliasycenter;
int screenwidth;
float pixelAspect;
float screenAspect;
float verticalFieldOfView;
float xOrigin, yOrigin;
mplane_t screenedge[4];
// refresh flags
int r_framecount = 1; // so frame counts initialized to 0 don't match
int r_visframecount;
int d_spanpixcount;
int r_polycount;
int r_drawnpolycount;
int r_wholepolycount;
int *pfrustum_indexes[4];
int r_frustum_indexes[4 * 6];
int reinit_surfcache = 1; // if 1, surface cache is currently empty
// and must be reinitialized for current
// cache size
mleaf_t *r_viewleaf, *r_oldviewleaf;
float r_aliastransition, r_resfudge;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
float dp_time1, dp_time2, db_time1, db_time2, rw_time1, rw_time2;
float se_time1, se_time2, de_time1, de_time2, dv_time1, dv_time2;
void R_MarkLeaves (void);
extern cvar_t *scr_fov;
void R_ZGraph (void);
void R_LoadSky_f (void);
void
R_Init (void)
{
int dummy;
// get stack position so we can guess if we are going to overflow
r_stack_start = (byte *) & dummy;
R_InitTurb ();
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f, "Tests the current "
"refresh rate for the current location");
Cmd_AddCommand ("pointfile", R_ReadPointFile_f, "Load a pointfile to "
"determine map leaks");
Cmd_AddCommand ("loadsky", R_LoadSky_f, "Load a skybox");
Cvar_SetValue (r_maxedges, (float) NUMSTACKEDGES);
Cvar_SetValue (r_maxsurfs, (float) NUMSTACKSURFACES);
view_clipplanes[0].leftedge = true;
view_clipplanes[1].rightedge = true;
view_clipplanes[1].leftedge = view_clipplanes[2].leftedge =
view_clipplanes[3].leftedge = false;
view_clipplanes[0].rightedge = view_clipplanes[2].rightedge =
view_clipplanes[3].rightedge = false;
r_refdef.xOrigin = XCENTERING;
r_refdef.yOrigin = YCENTERING;
// TODO: collect 386-specific code in one place
#ifdef USE_INTEL_ASM
Sys_MakeCodeWriteable ((long) R_EdgeCodeStart,
(long) R_EdgeCodeEnd - (long) R_EdgeCodeStart);
#endif // USE_INTEL_ASM
D_Init ();
}
void
R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
int i;
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.model = worldmodel;
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for (i = 0; i < r_worldentity.model->numleafs; i++)
r_worldentity.model->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles ();
r_cnumsurfs = r_maxsurfs->int_val;
if (r_cnumsurfs <= MINSURFACES)
r_cnumsurfs = MINSURFACES;
if (r_cnumsurfs > NUMSTACKSURFACES) {
surfaces = Hunk_AllocName (r_cnumsurfs * sizeof (surf_t), "surfaces");
surface_p = surfaces;
surf_max = &surfaces[r_cnumsurfs];
r_surfsonstack = false;
// surface 0 doesn't really exist; it's just a dummy because index 0
// is used to indicate no edge attached to surface
surfaces--;
R_SurfacePatch ();
} else {
r_surfsonstack = true;
}
r_maxedgesseen = 0;
r_maxsurfsseen = 0;
r_numallocatededges = r_maxedges->int_val;
if (r_numallocatededges < MINEDGES)
r_numallocatededges = MINEDGES;
if (r_numallocatededges <= NUMSTACKEDGES) {
auxedges = NULL;
} else {
auxedges = Hunk_AllocName (r_numallocatededges * sizeof (edge_t),
"edges");
}
r_dowarpold = false;
r_viewchanged = false;
}
void
R_SetVrect (vrect_t *pvrectin, vrect_t *pvrect, int lineadj)
{
int h;
float size;
qboolean full = false;
if (scr_viewsize->int_val >= 100) {
size = 100.0;
full = true;
} else {
size = scr_viewsize->int_val;
}
if (r_force_fullscreen) {
full = true;
size = 100.0;
}
size /= 100.0;
if (full)
lineadj = 0;
h = pvrectin->height - lineadj;
if (full) {
pvrect->width = pvrectin->width;
} else {
pvrect->width = pvrectin->width * size;
}
if (pvrect->width < 96) {
size = 96.0 / pvrectin->width;
pvrect->width = 96; // min for icons
}
pvrect->width &= ~7;
pvrect->height = pvrectin->height * size;
if (pvrect->height > pvrectin->height - lineadj)
pvrect->height = pvrectin->height - lineadj;
pvrect->height &= ~1;
pvrect->x = (pvrectin->width - pvrect->width) / 2;
if (full)
pvrect->y = 0;
else
pvrect->y = (h - pvrect->height) / 2;
}
/*
R_ViewChanged
Called every time the vid structure or r_refdef changes.
Guaranteed to be called before the first refresh
*/
void
R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect)
{
int i;
float res_scale;
r_viewchanged = true;
R_SetVrect (pvrect, &r_refdef.vrect, lineadj);
r_refdef.horizontalFieldOfView = 2.0 * tan (r_refdef.fov_x / 360 * M_PI);
r_refdef.fvrectx = (float) r_refdef.vrect.x;
r_refdef.fvrectx_adj = (float) r_refdef.vrect.x - 0.5;
r_refdef.vrect_x_adj_shift20 = (r_refdef.vrect.x << 20) + (1 << 19) - 1;
r_refdef.fvrecty = (float) r_refdef.vrect.y;
r_refdef.fvrecty_adj = (float) r_refdef.vrect.y - 0.5;
r_refdef.vrectright = r_refdef.vrect.x + r_refdef.vrect.width;
r_refdef.vrectright_adj_shift20 =
(r_refdef.vrectright << 20) + (1 << 19) - 1;
r_refdef.fvrectright = (float) r_refdef.vrectright;
r_refdef.fvrectright_adj = (float) r_refdef.vrectright - 0.5;
r_refdef.vrectrightedge = (float) r_refdef.vrectright - 0.99;
r_refdef.vrectbottom = r_refdef.vrect.y + r_refdef.vrect.height;
r_refdef.fvrectbottom = (float) r_refdef.vrectbottom;
r_refdef.fvrectbottom_adj = (float) r_refdef.vrectbottom - 0.5;
r_refdef.aliasvrect.x = (int) (r_refdef.vrect.x * r_aliasuvscale);
r_refdef.aliasvrect.y = (int) (r_refdef.vrect.y * r_aliasuvscale);
r_refdef.aliasvrect.width = (int) (r_refdef.vrect.width * r_aliasuvscale);
r_refdef.aliasvrect.height = (int) (r_refdef.vrect.height * r_aliasuvscale);
r_refdef.aliasvrectright = r_refdef.aliasvrect.x +
r_refdef.aliasvrect.width;
r_refdef.aliasvrectbottom = r_refdef.aliasvrect.y +
r_refdef.aliasvrect.height;
pixelAspect = aspect;
xOrigin = r_refdef.xOrigin;
yOrigin = r_refdef.yOrigin;
screenAspect = r_refdef.vrect.width * pixelAspect / r_refdef.vrect.height;
// 320*200 1.0 pixelAspect = 1.6 screenAspect
// 320*240 1.0 pixelAspect = 1.3333 screenAspect
// proper 320*200 pixelAspect = 0.8333333
verticalFieldOfView = r_refdef.horizontalFieldOfView / screenAspect;
// values for perspective projection
// if math were exact, the values would range from 0.5 to to range+0.5
// hopefully they wll be in the 0.000001 to range+.999999 and truncate
// the polygon rasterization will never render in the first row or column
// but will definately render in the [range] row and column, so adjust the
// buffer origin to get an exact edge to edge fill
xcenter = ((float) r_refdef.vrect.width * XCENTERING) +
r_refdef.vrect.x - 0.5;
aliasxcenter = xcenter * r_aliasuvscale;
ycenter = ((float) r_refdef.vrect.height * YCENTERING) +
r_refdef.vrect.y - 0.5;
aliasycenter = ycenter * r_aliasuvscale;
xscale = r_refdef.vrect.width / r_refdef.horizontalFieldOfView;
aliasxscale = xscale * r_aliasuvscale;
xscaleinv = 1.0 / xscale;
yscale = xscale * pixelAspect;
aliasyscale = yscale * r_aliasuvscale;
yscaleinv = 1.0 / yscale;
xscaleshrink = (r_refdef.vrect.width - 6) / r_refdef.horizontalFieldOfView;
yscaleshrink = xscaleshrink * pixelAspect;
// left side clip
screenedge[0].normal[0] = -1.0 / (xOrigin * r_refdef.horizontalFieldOfView);
screenedge[0].normal[1] = 0;
screenedge[0].normal[2] = 1;
screenedge[0].type = PLANE_ANYZ;
// right side clip
screenedge[1].normal[0] =
1.0 / ((1.0 - xOrigin) * r_refdef.horizontalFieldOfView);
screenedge[1].normal[1] = 0;
screenedge[1].normal[2] = 1;
screenedge[1].type = PLANE_ANYZ;
// top side clip
screenedge[2].normal[0] = 0;
screenedge[2].normal[1] = -1.0 / (yOrigin * verticalFieldOfView);
screenedge[2].normal[2] = 1;
screenedge[2].type = PLANE_ANYZ;
// bottom side clip
screenedge[3].normal[0] = 0;
screenedge[3].normal[1] = 1.0 / ((1.0 - yOrigin) * verticalFieldOfView);
screenedge[3].normal[2] = 1;
screenedge[3].type = PLANE_ANYZ;
for (i = 0; i < 4; i++)
VectorNormalize (screenedge[i].normal);
res_scale = sqrt ((double) (r_refdef.vrect.width * r_refdef.vrect.height) /
(320.0 * 152.0)) * (2.0 / r_refdef.horizontalFieldOfView);
r_aliastransition = r_aliastransbase->value * res_scale;
r_resfudge = r_aliastransadj->value * res_scale;
if (scr_fov->value <= 90.0)
r_fov_greater_than_90 = false;
else
r_fov_greater_than_90 = true;
// TODO: collect 386-specific code in one place
#ifdef USE_INTEL_ASM
if (r_pixbytes == 1) {
Sys_MakeCodeWriteable ((long) R_Surf8Start,
(long) R_Surf8End - (long) R_Surf8Start);
colormap = vid.colormap;
R_Surf8Patch ();
} else {
Sys_MakeCodeWriteable ((long) R_Surf16Start,
(long) R_Surf16End - (long) R_Surf16Start);
colormap = vid.colormap16;
R_Surf16Patch ();
}
#endif // USE_INTEL_ASM
D_ViewChanged ();
}
void
R_MarkLeaves (void)
{
byte *vis;
mnode_t *node;
int i;
if (r_oldviewleaf == r_viewleaf)
return;
r_visframecount++;
r_oldviewleaf = r_viewleaf;
vis = Mod_LeafPVS (r_viewleaf, r_worldentity.model);
for (i = 0; i < r_worldentity.model->numleafs; i++) {
if (vis[i >> 3] & (1 << (i & 7))) {
node = (mnode_t *) &r_worldentity.model->leafs[i + 1];
do {
if (node->visframe == r_visframecount)
break;
node->visframe = r_visframecount;
node = node->parent;
} while (node);
}
}
}
static void
R_ShowNearestLoc (void)
{
location_t *nearloc;
vec3_t trueloc;
dlight_t *dl;
if (r_drawentities->int_val)
return;
nearloc = locs_find (r_origin);
if (nearloc) {
dl = R_AllocDlight (4096);
VectorCopy (nearloc->loc, dl->origin);
dl->radius = 200;
dl->die = r_realtime + 0.1;
dl->color[1]=1;
VectorCopy(nearloc->loc,trueloc);
R_RunParticleEffect(trueloc,252,10);
}
}
void
R_DrawEntitiesOnList (void)
{
int i, j;
int lnum;
alight_t lighting;
// FIXME: remove and do real lighting
float lightvec[3] = { -1, 0, 0 };
vec3_t dist;
float add;
if (!r_drawentities->int_val) {
R_ShowNearestLoc();
return;
}
for (i = 0; i < r_numvisedicts; i++) {
currententity = r_visedicts[i];
switch (currententity->model->type) {
case mod_sprite:
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
R_DrawSprite ();
break;
case mod_alias:
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// see if the bounding box lets us trivially reject, also
// sets trivial accept status
if (R_AliasCheckBBox ()) {
j = R_LightPoint (currententity->origin);
lighting.ambientlight = j;
lighting.shadelight = j;
lighting.plightvec = lightvec;
for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) {
if (r_dlights[lnum].die >= r_realtime) {
VectorSubtract (currententity->origin,
r_dlights[lnum].origin, dist);
add = r_dlights[lnum].radius - Length (dist);
if (add > 0)
lighting.ambientlight += add;
}
}
// clamp lighting so it doesn't overbright as much
if (lighting.ambientlight > 128)
lighting.ambientlight = 128;
if (lighting.ambientlight + lighting.shadelight > 192)
lighting.shadelight = 192 - lighting.ambientlight;
R_AliasDrawModel (&lighting);
}
break;
default:
break;
}
}
}
void
R_DrawViewModel (void)
{
// FIXME: remove and do real lighting
float lightvec[3] = { -1, 0, 0 };
int j;
int lnum;
vec3_t dist;
float add;
dlight_t *dl;
if (r_inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| !r_drawentities->int_val)
return;
currententity = r_view_model;
if (!currententity->model)
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
VectorCopy (vup, viewlightvec);
VectorInverse (viewlightvec);
j = R_LightPoint (currententity->origin);
if (j < 24)
j = 24; // always give some light on gun
r_viewlighting.ambientlight = j;
r_viewlighting.shadelight = j;
// add dynamic lights
for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) {
dl = &r_dlights[lnum];
if (!dl->radius)
continue;
if (!dl->radius)
continue;
if (dl->die < r_realtime)
continue;
VectorSubtract (currententity->origin, dl->origin, dist);
add = dl->radius - Length (dist);
if (add > 0)
r_viewlighting.ambientlight += add;
}
// clamp lighting so it doesn't overbright as much
if (r_viewlighting.ambientlight > 128)
r_viewlighting.ambientlight = 128;
if (r_viewlighting.ambientlight + r_viewlighting.shadelight > 192)
r_viewlighting.shadelight = 192 - r_viewlighting.ambientlight;
r_viewlighting.plightvec = lightvec;
R_AliasDrawModel (&r_viewlighting);
}
int
R_BmodelCheckBBox (model_t *clmodel, float *minmaxs)
{
int i, *pindex, clipflags;
vec3_t acceptpt, rejectpt;
double d;
clipflags = 0;
if (currententity->angles[0] || currententity->angles[1]
|| currententity->angles[2]) {
for (i = 0; i < 4; i++) {
d = DotProduct (currententity->origin, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= -clmodel->radius)
return BMODEL_FULLY_CLIPPED;
if (d <= clmodel->radius)
clipflags |= (1 << i);
}
} else {
for (i = 0; i < 4; i++) {
// generate accept and reject points
// FIXME: do with fast look-ups or integer tests based on the
// sign bit of the floating point values
pindex = pfrustum_indexes[i];
rejectpt[0] = minmaxs[pindex[0]];
rejectpt[1] = minmaxs[pindex[1]];
rejectpt[2] = minmaxs[pindex[2]];
d = DotProduct (rejectpt, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= 0)
return BMODEL_FULLY_CLIPPED;
acceptpt[0] = minmaxs[pindex[3 + 0]];
acceptpt[1] = minmaxs[pindex[3 + 1]];
acceptpt[2] = minmaxs[pindex[3 + 2]];
d = DotProduct (acceptpt, view_clipplanes[i].normal);
d -= view_clipplanes[i].dist;
if (d <= 0)
clipflags |= (1 << i);
}
}
return clipflags;
}
void
R_DrawBEntitiesOnList (void)
{
int i, j, k, clipflags;
vec3_t oldorigin;
model_t *clmodel;
float minmaxs[6];
if (!r_drawentities->int_val)
return;
VectorCopy (modelorg, oldorigin);
insubmodel = true;
r_dlightframecount = r_framecount;
for (i = 0; i < r_numvisedicts; i++) {
currententity = r_visedicts[i];
switch (currententity->model->type) {
case mod_brush:
clmodel = currententity->model;
// see if the bounding box lets us trivially reject, also
// sets trivial accept status
for (j = 0; j < 3; j++) {
minmaxs[j] = currententity->origin[j] + clmodel->mins[j];
minmaxs[3 + j] = currententity->origin[j] +
clmodel->maxs[j];
}
clipflags = R_BmodelCheckBBox (clmodel, minmaxs);
if (clipflags != BMODEL_FULLY_CLIPPED) {
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// FIXME: is this needed?
VectorCopy (modelorg, r_worldmodelorg);
r_pcurrentvertbase = clmodel->vertexes;
// FIXME: stop transforming twice
R_RotateBmodel ();
// calculate dynamic lighting for bmodel if it's not an
// instanced model
if (clmodel->firstmodelsurface != 0) {
vec3_t lightorigin;
for (k = 0; k < MAX_DLIGHTS; k++) {
if ((r_dlights[k].die < r_realtime) ||
(!r_dlights[k].radius)) continue;
VectorSubtract (r_dlights[k].origin,
currententity->origin, lightorigin);
R_MarkLights (lightorigin, &r_dlights[k], 1 << k,
clmodel->nodes +
clmodel->hulls[0].firstclipnode);
}
}
// if the driver wants polygons, deliver those.
// Z-buffering is on at this point, so no clipping to the
// world tree is needed, just frustum clipping
if (r_drawpolys | r_drawculledpolys) {
R_ZDrawSubmodelPolys (clmodel);
} else {
r_pefragtopnode = NULL;
for (j = 0; j < 3; j++) {
r_emins[j] = minmaxs[j];
r_emaxs[j] = minmaxs[3 + j];
}
R_SplitEntityOnNode2 (r_worldentity.model->nodes);
if (r_pefragtopnode) {
currententity->topnode = r_pefragtopnode;
if (r_pefragtopnode->contents >= 0) {
// not a leaf; has to be clipped to the world
// BSP
r_clipflags = clipflags;
R_DrawSolidClippedSubmodelPolygons (clmodel);
} else {
// falls entirely in one leaf, so we just put
// all the edges in the edge list and let 1/z
// sorting handle drawing order
R_DrawSubmodelPolygons (clmodel, clipflags);
}
currententity->topnode = NULL;
}
}
// put back world rotation and frustum clipping
// FIXME: R_RotateBmodel should just work off base_vxx
VectorCopy (base_vpn, vpn);
VectorCopy (base_vup, vup);
VectorCopy (base_vright, vright);
VectorCopy (base_modelorg, modelorg);
VectorCopy (oldorigin, modelorg);
R_TransformFrustum ();
}
break;
default:
break;
}
}
insubmodel = false;
}
void
R_EdgeDrawing (void)
{
edge_t ledges[NUMSTACKEDGES +
((CACHE_SIZE - 1) / sizeof (edge_t)) + 1];
surf_t lsurfs[NUMSTACKSURFACES +
((CACHE_SIZE - 1) / sizeof (surf_t)) + 1];
if (auxedges) {
r_edges = auxedges;
} else {
r_edges = (edge_t *)
(((long) &ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
}
if (r_surfsonstack) {
surfaces = (surf_t *)
(((long) &lsurfs[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
surf_max = &surfaces[r_cnumsurfs];
// surface 0 doesn't really exist; it's just a dummy because index 0
// is used to indicate no edge attached to surface
surfaces--;
R_SurfacePatch ();
}
R_BeginEdgeFrame ();
if (r_dspeeds->int_val) {
rw_time1 = Sys_DoubleTime ();
}
R_RenderWorld ();
if (r_drawculledpolys)
R_ScanEdges ();
// only the world can be drawn back to front with no z reads or compares,
// just z writes, so have the driver turn z compares on now
D_TurnZOn ();
if (r_dspeeds->int_val) {
rw_time2 = Sys_DoubleTime ();
db_time1 = rw_time2;
}
R_DrawBEntitiesOnList ();
if (r_dspeeds->int_val) {
db_time2 = Sys_DoubleTime ();
se_time1 = db_time2;
}
if (!r_dspeeds->int_val) {
VID_UnlockBuffer ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
VID_LockBuffer ();
}
if (!(r_drawpolys | r_drawculledpolys))
R_ScanEdges ();
}
/*
R_RenderView
r_refdef must be set before the first call
*/
void
R_RenderView_ (void)
{
byte warpbuffer[WARP_WIDTH * WARP_HEIGHT];
r_warpbuffer = warpbuffer;
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
r_time1 = Sys_DoubleTime ();
R_PushDlights (vec3_origin);
R_SetupFrame ();
R_MarkLeaves (); // done here so we know if we're in water
// make FDIV fast. This reduces timing precision after we've been running for a
// while, so we don't do it globally. This also sets chop mode, and we do it
// here so that setup stuff like the refresh area calculations match what's
// done in screen.c
Sys_LowFPPrecision ();
if (!r_worldentity.model)
Sys_Error ("R_RenderView: NULL worldmodel");
if (!r_dspeeds->int_val) {
VID_UnlockBuffer ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
VID_LockBuffer ();
}
R_EdgeDrawing ();
if (!r_dspeeds->int_val) {
VID_UnlockBuffer ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
VID_LockBuffer ();
}
if (r_dspeeds->int_val) {
se_time2 = Sys_DoubleTime ();
de_time1 = se_time2;
}
R_DrawEntitiesOnList ();
if (r_dspeeds->int_val) {
de_time2 = Sys_DoubleTime ();
dv_time1 = de_time2;
}
R_DrawViewModel ();
if (r_dspeeds->int_val) {
dv_time2 = Sys_DoubleTime ();
dp_time1 = Sys_DoubleTime ();
}
R_DrawParticles ();
if (r_dspeeds->int_val)
dp_time2 = Sys_DoubleTime ();
if (r_dowarp)
D_WarpScreen ();
V_SetContentsColor (r_viewleaf->contents);
if (r_timegraph->int_val)
R_TimeGraph ();
if (r_zgraph->int_val)
R_ZGraph ();
if (r_aliasstats->int_val)
R_PrintAliasStats ();
if (r_speeds->int_val)
R_PrintTimes ();
if (r_dspeeds->int_val)
R_PrintDSpeeds ();
if (r_reportsurfout->int_val && r_outofsurfaces)
Con_Printf ("Short %d surfaces\n", r_outofsurfaces);
if (r_reportedgeout->int_val && r_outofedges)
Con_Printf ("Short roughly %d edges\n", r_outofedges * 2 / 3);
// back to high floating-point precision
Sys_HighFPPrecision ();
}
void
R_RenderView (void)
{
int dummy;
int delta;
delta = (byte *) & dummy - r_stack_start;
if (delta < -10000 || delta > 10000)
Sys_Error ("R_RenderView: called without enough stack");
if (Hunk_LowMark () & 3)
Sys_Error ("Hunk is missaligned");
if ((long) (&dummy) & 3)
Sys_Error ("Stack is missaligned");
if ((long) (&r_warpbuffer) & 3)
Sys_Error ("Globals are missaligned");
R_RenderView_ ();
}
void
R_InitTurb (void)
{
int i;
for (i = 0; i < (SIN_BUFFER_SIZE); i++) {
sintable[i] = AMP + sin (i * 3.14159 * 2 / CYCLE) * AMP;
intsintable[i] = AMP2 + sin (i * 3.14159 * 2 / CYCLE) * AMP2;
// AMP2 not 20
}
}