mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
2a8c12426d
The rest of the system won't add one automatically (since entity creation no longer does), but the alias and iqm rendering code expect there to be one. Fixes a segfault when starting a scene (demo etc).
706 lines
17 KiB
C
706 lines
17 KiB
C
/*
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r_main.c
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(description)
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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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#ifdef HAVE_STDLIB_H
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# include <stdlib.h>
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#endif
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#include <math.h>
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#include "QF/cmd.h"
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#include "QF/scene/entity.h"
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#include "compat.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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#include "vid_sw.h"
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#ifdef PIC
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# undef USE_INTEL_ASM //XXX asm pic hack
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#endif
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const byte *r_colormap;
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int r_numallocatededges;
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qboolean r_drawpolys;
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qboolean r_drawculledpolys;
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qboolean r_worldpolysbacktofront;
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qboolean r_recursiveaffinetriangles = true;
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int r_pixbytes = 1;
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int r_outofsurfaces;
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int r_outofedges;
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qboolean r_viewchanged;
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int c_surf;
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int r_maxsurfsseen, r_maxedgesseen;
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static int r_cnumsurfs;
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static qboolean r_surfsonstack;
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int r_clipflags;
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static byte *r_stack_start;
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// screen size info
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float xcenter, ycenter;
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float xscale, yscale;
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float xscaleinv, yscaleinv;
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float xscaleshrink, yscaleshrink;
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float aliasxscale, aliasyscale, aliasxcenter, aliasycenter;
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int screenwidth;
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float pixelAspect;
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plane_t screenedge[4];
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// refresh flags
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int r_polycount;
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int r_drawnpolycount;
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int *pfrustum_indexes[4];
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int r_frustum_indexes[4 * 6];
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vec3_t vup, base_vup;
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vec3_t vfwd, base_vfwd;
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vec3_t vright, base_vright;
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float r_viewmatrix[3][4];
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float r_aliastransition, r_resfudge;
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void
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sw_R_Init (void)
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{
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int dummy;
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// get stack position so we can guess if we are going to overflow
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r_stack_start = (byte *) & dummy;
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R_Init_Cvars ();
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Draw_Init ();
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SCR_Init ();
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R_SetFPCW ();
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#ifdef USE_INTEL_ASM
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R_InitVars ();
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#endif
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R_InitTurb ();
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f, "Tests the current "
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"refresh rate for the current location");
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Cmd_AddCommand ("loadsky", R_LoadSky_f, "Load a skybox");
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r_maxedges = NUMSTACKEDGES;
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r_maxsurfs = NUMSTACKSURFACES;
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view_clipplanes[0].leftedge = true;
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view_clipplanes[1].rightedge = true;
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view_clipplanes[1].leftedge = view_clipplanes[2].leftedge =
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view_clipplanes[3].leftedge = false;
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view_clipplanes[0].rightedge = view_clipplanes[2].rightedge =
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view_clipplanes[3].rightedge = false;
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// TODO: collect 386-specific code in one place
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#ifdef USE_INTEL_ASM
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Sys_MakeCodeWriteable ((long) R_EdgeCodeStart,
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(long) R_EdgeCodeEnd - (long) R_EdgeCodeStart);
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#endif // USE_INTEL_ASM
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D_Init ();
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Skin_Init ();
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}
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uint32_t
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SW_AddEntity (entity_t ent)
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{
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// This takes advantage of the implicit (FIXME, make explicit) grouping of
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// the sw components: as all entities that get added here will always have
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// all three components, the three component pools are always in sync, thus
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// the pool count can be used as a render id which can in turn be used to
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// index the components within the pools.
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ecs_registry_t *reg = ent.reg;
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ecs_pool_t *pool = ®->comp_pools[scene_sw_matrix];
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uint32_t render_id = pool->count;
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transform_t transform = Entity_Transform (ent);
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Ent_SetComponent (ent.id, scene_sw_matrix, reg,
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Transform_GetWorldMatrixPtr (transform));
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, reg);
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Ent_SetComponent (ent.id, scene_sw_frame, reg, &animation->frame);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, reg);
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mod_brush_t *brush = &renderer->model->brush;
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Ent_SetComponent (ent.id, scene_sw_brush, reg, &brush);
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return render_id;
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}
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static void
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reset_sw_components (ecs_registry_t *reg)
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{
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static uint32_t sw_comps[] = {
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scene_sw_matrix,
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scene_sw_frame,
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scene_sw_brush,
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};
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for (int i = 0; i < 3; i++) {
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ecs_pool_t *pool = ®->comp_pools[sw_comps[i]];
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pool->count = 0; // remove component from every entity
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// reserve first component object (render id 0) for the world
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// pseudo-entity.
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//FIXME takes advantage of the lack of checks for the validity of the
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//entity id.
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Ent_SetComponent (0, sw_comps[i], reg, 0);
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// make sure entity 0 gets allocated a new component object as the
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// world pseudo-entity currently has no actual entity (FIXME)
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pool->dense[0] = nullent;
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}
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}
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void
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R_NewScene (scene_t *scene)
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{
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model_t *worldmodel = scene->worldmodel;
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mod_brush_t *brush = &worldmodel->brush;
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r_refdef.registry = scene->reg;
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r_refdef.worldmodel = worldmodel;
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if (brush->skytexture)
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R_InitSky (brush->skytexture);
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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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r_cnumsurfs = r_maxsurfs;
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if (r_cnumsurfs <= MINSURFACES)
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r_cnumsurfs = MINSURFACES;
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if (r_cnumsurfs > NUMSTACKSURFACES) {
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surfaces = Hunk_AllocName (0, r_cnumsurfs * sizeof (surf_t),
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"surfaces");
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surface_p = surfaces;
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surf_max = &surfaces[r_cnumsurfs];
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r_surfsonstack = false;
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// surface 0 doesn't really exist; it's just a dummy because index 0
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// is used to indicate no edge attached to surface
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surfaces--;
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R_SurfacePatch ();
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} else {
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r_surfsonstack = true;
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}
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r_maxedgesseen = 0;
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r_maxsurfsseen = 0;
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r_numallocatededges = r_maxedges;
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if (r_numallocatededges < MINEDGES)
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r_numallocatededges = MINEDGES;
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if (r_numallocatededges <= NUMSTACKEDGES) {
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auxedges = NULL;
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} else {
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auxedges = Hunk_AllocName (0, r_numallocatededges * sizeof (edge_t),
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"edges");
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}
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r_dowarpold = false;
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r_viewchanged = false;
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}
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void
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R_SetColormap (const byte *cmap)
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{
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r_colormap = cmap;
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// TODO: collect 386-specific code in one place
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#ifdef USE_INTEL_ASM
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Sys_MakeCodeWriteable ((long) R_Surf8Start,
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(long) R_Surf8End - (long) R_Surf8Start);
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R_SurfPatch ();
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#endif // USE_INTEL_ASM
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}
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static inline void
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draw_sprite_entity (entity_t ent)
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{
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R_DrawSprite (ent);
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}
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static inline void
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setup_lighting (entity_t ent, alight_t *lighting)
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{
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float minlight = 0;
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int j;
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// FIXME: remove and do real lighting
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vec3_t dist;
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float add;
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float lightvec[3] = { -1, 0, 0 };
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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minlight = max (renderer->model->min_light, renderer->min_light);
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// 128 instead of 255 due to clamping below
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j = max (R_LightPoint (&r_refdef.worldmodel->brush, r_entorigin),
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minlight * 128);
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lighting->ambientlight = j;
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lighting->shadelight = j;
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VectorCopy (lightvec, lighting->lightvec);
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for (unsigned lnum = 0; lnum < r_maxdlights; lnum++) {
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if (r_dlights[lnum].die >= vr_data.realtime) {
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VectorSubtract (r_entorigin, r_dlights[lnum].origin, dist);
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add = r_dlights[lnum].radius - VectorLength (dist);
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if (add > 0)
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lighting->ambientlight += add;
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}
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}
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// clamp lighting so it doesn't overbright as much
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if (lighting->ambientlight > 128)
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lighting->ambientlight = 128;
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if (lighting->ambientlight + lighting->shadelight > 192)
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lighting->shadelight = 192 - lighting->ambientlight;
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}
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static inline void
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draw_alias_entity (entity_t ent)
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{
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// see if the bounding box lets us trivially reject, also
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// sets trivial accept status
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
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ent.reg);
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visibility->trivial_accept = 0; //FIXME
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if (R_AliasCheckBBox (ent)) {
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alight_t lighting;
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setup_lighting (ent, &lighting);
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R_AliasDrawModel (ent, &lighting);
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}
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}
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static inline void
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draw_iqm_entity (entity_t ent)
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{
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// see if the bounding box lets us trivially reject, also
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// sets trivial accept status
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
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ent.reg);
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visibility->trivial_accept = 0; //FIXME
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alight_t lighting;
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setup_lighting (ent, &lighting);
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R_IQMDrawModel (ent, &lighting);
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}
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void
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R_DrawEntitiesOnList (entqueue_t *queue)
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{
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if (!r_drawentities)
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return;
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R_LowFPPrecision ();
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#define RE_LOOP(type_name) \
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do { \
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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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transform_t transform = Entity_Transform (ent); \
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r_entorigin = Transform_GetWorldPosition (transform); \
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draw_##type_name##_entity (ent); \
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} \
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} while (0)
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RE_LOOP (alias);
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RE_LOOP (iqm);
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RE_LOOP (sprite);
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R_HighFPPrecision ();
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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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// FIXME: remove and do real lighting
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int j;
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unsigned int lnum;
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vec3_t dist;
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float add;
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float minlight;
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dlight_t *dl;
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entity_t viewent;
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alight_t lighting;
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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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return;
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viewent = vr_data.view_model;
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if (!Entity_Valid (viewent)) {
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return;
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}
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renderer_t *renderer = Ent_GetComponent (viewent.id, scene_renderer,
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viewent.reg);
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if (!renderer->model)
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return;
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if (!Ent_HasComponent (viewent.id, scene_visibility, viewent.reg)) {
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// ensure the view model has a visibility component because one won't
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// be added automatically, and the model rendering code expects there
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// to be one
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Ent_SetComponent (viewent.id, scene_visibility, viewent.reg, 0);
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}
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transform_t transform = Entity_Transform (viewent);
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VectorCopy (Transform_GetWorldPosition (transform), r_entorigin);
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VectorNegate (vup, lighting.lightvec);
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minlight = max (renderer->min_light, renderer->model->min_light);
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j = max (R_LightPoint (&r_refdef.worldmodel->brush,
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r_entorigin), minlight * 128);
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lighting.ambientlight = j;
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lighting.shadelight = j;
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// add dynamic lights
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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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dl = &r_dlights[lnum];
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if (!dl->radius)
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continue;
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if (!dl->radius)
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continue;
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if (dl->die < vr_data.realtime)
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continue;
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VectorSubtract (r_entorigin, dl->origin, dist);
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add = dl->radius - VectorLength (dist);
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if (add > 0)
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lighting.ambientlight += add;
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}
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// clamp lighting so it doesn't overbright as much
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if (lighting.ambientlight > 128)
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lighting.ambientlight = 128;
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if (lighting.ambientlight + lighting.shadelight > 192)
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lighting.shadelight = 192 - lighting.ambientlight;
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R_AliasDrawModel (viewent, &lighting);
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}
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static int
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R_BmodelCheckBBox (const vec4f_t *transform, float radius, float *minmaxs)
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{
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int i, *pindex, clipflags;
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vec3_t acceptpt, rejectpt;
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double d;
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clipflags = 0;
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if (transform[0][0] != 1 || transform[1][1] != 1 || transform[2][2] != 1) {
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for (i = 0; i < 4; i++) {
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d = DotProduct (transform[3], view_clipplanes[i].normal);
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d -= view_clipplanes[i].dist;
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if (d <= -radius)
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return BMODEL_FULLY_CLIPPED;
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if (d <= radius)
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clipflags |= (1 << i);
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}
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} else {
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for (i = 0; i < 4; i++) {
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// generate accept and reject points
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// FIXME: do with fast look-ups or integer tests based on the
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// sign bit of the floating point values
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pindex = pfrustum_indexes[i];
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rejectpt[0] = minmaxs[pindex[0]];
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rejectpt[1] = minmaxs[pindex[1]];
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rejectpt[2] = minmaxs[pindex[2]];
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d = DotProduct (rejectpt, view_clipplanes[i].normal);
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d -= view_clipplanes[i].dist;
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if (d <= 0)
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return BMODEL_FULLY_CLIPPED;
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acceptpt[0] = minmaxs[pindex[3 + 0]];
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acceptpt[1] = minmaxs[pindex[3 + 1]];
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acceptpt[2] = minmaxs[pindex[3 + 2]];
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d = DotProduct (acceptpt, view_clipplanes[i].normal);
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d -= view_clipplanes[i].dist;
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if (d <= 0)
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clipflags |= (1 << i);
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}
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}
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return clipflags;
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}
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static void
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R_DrawBrushEntitiesOnList (entqueue_t *queue)
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{
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int j, clipflags;
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unsigned int k;
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vec3_t origin;
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float minmaxs[6];
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if (!r_drawentities)
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return;
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insubmodel = true;
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for (size_t i = 0; i < queue->ent_queues[mod_brush].size; i++) {
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entity_t ent = queue->ent_queues[mod_brush].a[i];
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uint32_t render_id = SW_AddEntity (ent);
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vec4f_t *transform = Ent_GetComponent (ent.id, scene_sw_matrix,
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ent.reg);
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VectorCopy (transform[3], origin);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
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ent.reg);
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model_t *model = renderer->model;
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// see if the bounding box lets us trivially reject, also
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// sets trivial accept status
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for (j = 0; j < 3; j++) {
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minmaxs[j] = origin[j] + model->mins[j];
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minmaxs[3 + j] = origin[j] + model->maxs[j];
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}
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clipflags = R_BmodelCheckBBox (transform, model->radius, minmaxs);
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if (clipflags != BMODEL_FULLY_CLIPPED) {
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mod_brush_t *brush = &model->brush;
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VectorCopy (origin, r_entorigin);
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VectorSubtract (r_refdef.frame.position, r_entorigin, modelorg);
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r_pcurrentvertbase = brush->vertexes;
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// FIXME: stop transforming twice
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R_RotateBmodel (transform);
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// calculate dynamic lighting for bmodel if it's not an
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// instanced model
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if (brush->firstmodelsurface != 0) {
|
|
for (k = 0; k < r_maxdlights; k++) {
|
|
if ((r_dlights[k].die < vr_data.realtime) ||
|
|
(!r_dlights[k].radius)) {
|
|
continue;
|
|
}
|
|
|
|
vec4f_t lightorigin;
|
|
VectorSubtract (r_dlights[k].origin, origin, lightorigin);
|
|
lightorigin[3] = 1;
|
|
R_RecursiveMarkLights (brush, lightorigin,
|
|
&r_dlights[k], k,
|
|
brush->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 (render_id, brush);
|
|
} else {
|
|
visibility_t *visibility = Ent_GetComponent (ent.id,
|
|
scene_visibility,
|
|
ent.reg);
|
|
int topnode_id = visibility->topnode_id;
|
|
mod_brush_t *world_brush = &r_refdef.worldmodel->brush;
|
|
|
|
if (topnode_id >= 0) {
|
|
// not a leaf; has to be clipped to the world
|
|
// BSP
|
|
mnode_t *node = world_brush->nodes + topnode_id;
|
|
r_clipflags = clipflags;
|
|
R_DrawSolidClippedSubmodelPolygons (render_id, brush, node);
|
|
} 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
|
|
mleaf_t *leaf = world_brush->leafs + ~topnode_id;
|
|
R_DrawSubmodelPolygons (render_id, brush, clipflags, leaf);
|
|
}
|
|
}
|
|
|
|
// put back world rotation and frustum clipping
|
|
// FIXME: R_RotateBmodel should just work off base_vxx
|
|
VectorCopy (base_vfwd, vfwd);
|
|
VectorCopy (base_vup, vup);
|
|
VectorCopy (base_vright, vright);
|
|
VectorCopy (base_modelorg, modelorg);
|
|
R_TransformFrustum ();
|
|
}
|
|
}
|
|
|
|
insubmodel = false;
|
|
}
|
|
|
|
static void
|
|
R_EdgeDrawing (entqueue_t *queue)
|
|
{
|
|
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 *)
|
|
(((intptr_t) &ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
|
|
}
|
|
|
|
if (r_surfsonstack) {
|
|
surfaces = (surf_t *)
|
|
(((intptr_t) &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 ();
|
|
|
|
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 ();
|
|
|
|
R_DrawBrushEntitiesOnList (queue);
|
|
|
|
if (!(r_drawpolys | r_drawculledpolys))
|
|
R_ScanEdges ();
|
|
}
|
|
|
|
/*
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
*/
|
|
static void
|
|
R_RenderView_ (void)
|
|
{
|
|
if (r_norefresh)
|
|
return;
|
|
if (!r_refdef.worldmodel) {
|
|
return;
|
|
}
|
|
|
|
reset_sw_components (r_refdef.registry);
|
|
*(mod_brush_t **) SW_COMP (scene_sw_brush, 0) = &r_refdef.worldmodel->brush;
|
|
R_SetupFrame ();
|
|
|
|
// 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
|
|
R_LowFPPrecision ();
|
|
|
|
R_EdgeDrawing (r_ent_queue);
|
|
|
|
if (Entity_Valid (vr_data.view_model)) {
|
|
R_DrawViewModel ();
|
|
}
|
|
|
|
if (r_aliasstats)
|
|
R_PrintAliasStats ();
|
|
|
|
// back to high floating-point precision
|
|
R_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 (0) & 3)
|
|
Sys_Error ("Hunk is missaligned");
|
|
|
|
if ((intptr_t) (&dummy) & 3)
|
|
Sys_Error ("Stack is missaligned");
|
|
|
|
if ((intptr_t) (&r_colormap) & 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
|
|
}
|
|
}
|
|
|
|
void
|
|
R_ClearState (void)
|
|
{
|
|
r_refdef.worldmodel = 0;
|
|
R_ClearDlights ();
|
|
R_ClearParticles ();
|
|
}
|