quakeforge/libs/video/renderer/gl/gl_rmisc.c
Bill Currie 5d19936387 [gl,sw] Don't clear world's efrags on new scene
It seems this isn't needed any more (not sure why) as both glsl and
vulkan are happy without it. Also unsure why moving to ECS made gl and
sw change behavior regarding rendering the test models in my scene.
2022-10-27 00:22:15 +09:00

201 lines
4.1 KiB
C

/*
gl_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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#if defined(_WIN32) && defined(HAVE_MALLOC_H)
#include <malloc.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_fisheye.h"
#include "QF/GL/qf_lightmap.h"
#include "QF/GL/qf_particles.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_sky.h"
#include "QF/GL/qf_sprite.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "QF/scene/entity.h"
#include "QF/scene/scene.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "varrays.h"
#include "vid_gl.h"
static gltex_t gl_notexture = { };
static void
gl_R_LoadSky_f (void)
{
if (Cmd_Argc () != 2) {
Sys_Printf ("loadsky <name> : load a skybox\n");
return;
}
gl_R_LoadSkys (Cmd_Argv (1));
}
/*
R_TimeRefresh_f
For program optimization
LordHavoc: improved appearance and accuracy of timerefresh
*/
static void
gl_R_TimeRefresh_f (void)
{
/*FIXME update for simd
double start, stop, time;
int i;
gl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
gl_R_RenderView ();
gl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
*/
}
void
gl_R_Init (void)
{
r_notexture_mip->render = &gl_notexture;
R_Init_Cvars ();
Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
"Tests the current refresh rate for the current location");
Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox");
gl_Draw_Init ();
glrmain_init ();
gl_lightmap_init ();
SCR_Init ();
gl_R_InitBubble ();
GDT_Init ();
gl_R_InitGraphTextures ();
gl_Skin_Init_Textures ();
r_init = 1;
gl_R_InitParticles ();
gl_R_InitSprites ();
Skin_Init ();
gl_InitFisheye ();
}
static void
register_textures (mod_brush_t *brush)
{
texture_t *tex;
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
gl_R_AddTexture (tex);
}
}
void
gl_R_NewScene (scene_t *scene)
{
texture_t *tex;
mod_brush_t *brush;
for (int i = 0; i < 256; i++)
d_lightstylevalue[i] = 264; // normal light value
r_refdef.worldmodel = scene->worldmodel;
brush = &scene->worldmodel->brush;
// Force a vis update
R_MarkLeaves (0, 0, 0, 0);
R_ClearParticles ();
GL_BuildLightmaps (scene->models, scene->num_models);
// identify sky texture
gl_R_ClearTextures ();
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
if (!strncmp (tex->name, "sky", 3)) {
gl_R_InitSky (tex);
}
}
gl_R_InitSurfaceChains (brush);
gl_R_AddTexture (r_notexture_mip);
register_textures (brush);
for (int i = 0; i < scene->num_models; i++) {
if (!scene->models[i])
continue;
if (*scene->models[i]->path == '*')
continue;
if (scene->models[i] != r_refdef.worldmodel
&& scene->models[i]->type == mod_brush)
register_textures (&scene->models[i]->brush);
}
}