mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
9ee0eada1f
The parsing of light data from maps is now in the client library, and basic light management is in scene. Putting the light loading code into the Vulkan renderer was a mistake I've wanted to correct for a while. The client code still needs a bit of cleanup, but the basics are working nicely.
201 lines
4.1 KiB
C
201 lines
4.1 KiB
C
/*
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gl_rmisc.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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#if defined(_WIN32) && defined(HAVE_MALLOC_H)
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#include <malloc.h>
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_draw.h"
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#include "QF/GL/qf_fisheye.h"
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#include "QF/GL/qf_lightmap.h"
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#include "QF/GL/qf_particles.h"
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#include "QF/GL/qf_rlight.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_sky.h"
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#include "QF/GL/qf_sprite.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "varrays.h"
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#include "vid_gl.h"
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static void
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gl_R_LoadSky_f (void)
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{
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if (Cmd_Argc () != 2) {
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Sys_Printf ("loadsky <name> : load a skybox\n");
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return;
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}
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gl_R_LoadSkys (Cmd_Argv (1));
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}
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/*
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R_TimeRefresh_f
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For program optimization
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LordHavoc: improved appearance and accuracy of timerefresh
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*/
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static void
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gl_R_TimeRefresh_f (void)
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{
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/*FIXME update for simd
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double start, stop, time;
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int i;
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gl_ctx->end_rendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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gl_R_RenderView ();
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gl_ctx->end_rendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
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*/
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}
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void
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gl_R_Init (void)
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{
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R_Init_Cvars ();
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Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
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"Tests the current refresh rate for the current location");
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Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox");
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gl_Draw_Init ();
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glrmain_init ();
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gl_lightmap_init ();
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SCR_Init ();
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gl_R_InitBubble ();
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GDT_Init ();
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gl_R_InitGraphTextures ();
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gl_Skin_Init_Textures ();
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r_init = 1;
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gl_R_InitParticles ();
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gl_R_InitSprites ();
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Skin_Init ();
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gl_InitFisheye ();
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}
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static void
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register_textures (mod_brush_t *brush)
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{
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texture_t *tex;
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for (unsigned i = 0; i < brush->numtextures; i++) {
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tex = brush->textures[i];
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if (!tex)
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continue;
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gl_R_AddTexture (tex);
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}
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}
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void
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gl_R_NewScene (scene_t *scene)
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{
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texture_t *tex;
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mod_brush_t *brush;
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for (int i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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r_refdef.worldmodel = scene->worldmodel;
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brush = &scene->worldmodel->brush;
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// clear out efrags in case the level hasn't been reloaded
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for (unsigned i = 0; i < brush->modleafs; i++)
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brush->leafs[i].efrags = NULL;
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// Force a vis update
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R_MarkLeaves (0);
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R_ClearParticles ();
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GL_BuildLightmaps (scene->models, scene->num_models);
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// identify sky texture
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gl_R_ClearTextures ();
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for (unsigned i = 0; i < brush->numtextures; i++) {
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tex = brush->textures[i];
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if (!tex)
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continue;
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if (!strncmp (tex->name, "sky", 3)) {
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gl_R_InitSky (tex);
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}
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}
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gl_R_InitSurfaceChains (brush);
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gl_R_AddTexture (r_notexture_mip);
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register_textures (brush);
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for (int i = 0; i < scene->num_models; i++) {
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if (!scene->models[i])
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continue;
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if (*scene->models[i]->path == '*')
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continue;
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if (scene->models[i] != r_refdef.worldmodel
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&& scene->models[i]->type == mod_brush)
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register_textures (&scene->models[i]->brush);
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}
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}
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