quakeforge/libs/video/renderer/sw/sw_rmain.c
Bill Currie d62772e9cc Separate render module loading from initialization.
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
2012-04-11 14:58:56 +09:00

1151 lines
29 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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifdef HAVE_STDLIB_H
# include <stdlib.h>
#endif
#include <math.h>
#include "QF/cmd.h"
#include "QF/cvar.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 "compat.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_internal.h"
#ifdef PIC
# undef USE_INTEL_ASM //XXX asm pic hack
#endif
void *colormap;
static vec3_t viewlightvec;
static 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 c_surf;
int r_maxsurfsseen, r_maxedgesseen;
static int r_cnumsurfs;
static qboolean r_surfsonstack;
int r_clipflags;
byte *r_warpbuffer;
static byte *r_stack_start;
// screen size info
float xcenter, ycenter;
float xscale, yscale;
float xscaleinv, yscaleinv;
float xscaleshrink, yscaleshrink;
float aliasxscale, aliasyscale, aliasxcenter, aliasycenter;
int screenwidth;
float pixelAspect;
static float screenAspect;
static float verticalFieldOfView;
static float xOrigin, yOrigin;
plane_t screenedge[4];
// refresh flags
int r_polycount;
int r_drawnpolycount;
int *pfrustum_indexes[4];
int r_frustum_indexes[4 * 6];
float r_aliastransition, r_resfudge;
static float dp_time1, dp_time2, db_time1, db_time2, rw_time1, rw_time2;
static float se_time1, se_time2, de_time1, de_time2, dv_time1, dv_time2;
void
sw_R_Init (void)
{
int dummy;
// get stack position so we can guess if we are going to overflow
r_stack_start = (byte *) & dummy;
R_Init_Cvars ();
R_Particles_Init_Cvars ();
Draw_Init ();
SCR_Init ();
R_SetFPCW ();
#ifdef USE_INTEL_ASM
R_InitVars ();
#endif
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 ();
Skin_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;
R_FreeAllEntities ();
// 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;
if (worldmodel->skytexture)
R_InitSky (worldmodel->skytexture);
// Force a vis update
r_viewleaf = NULL;
R_MarkLeaves ();
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;
}
/*
R_ViewChanged
Called every time the vid structure or r_refdef changes.
Guaranteed to be called before the first refresh
*/
void
R_ViewChanged (float aspect)
{
int i;
float res_scale;
r_viewchanged = true;
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 = vid.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;
// TODO: collect 386-specific code in one place
#ifdef USE_INTEL_ASM
Sys_MakeCodeWriteable ((long) R_Surf8Start,
(long) R_Surf8End - (long) R_Surf8Start);
colormap = vid.colormap8;
R_SurfPatch ();
#endif // USE_INTEL_ASM
D_ViewChanged ();
}
static void
R_DrawEntitiesOnList (void)
{
int j;
unsigned int lnum;
alight_t lighting;
entity_t *ent;
// FIXME: remove and do real lighting
float lightvec[3] = { -1, 0, 0 };
vec3_t dist;
float add;
float minlight = 0;
if (!r_drawentities->int_val)
return;
for (ent = r_ent_queue; ent; ent = ent->next) {
currententity = ent;
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);
minlight = max (currententity->model->min_light, currententity->min_light);
// see if the bounding box lets us trivially reject, also
// sets trivial accept status
if (R_AliasCheckBBox ()) {
// 128 instead of 255 due to clamping below
j = max (R_LightPoint (currententity->origin), minlight * 128);
lighting.ambientlight = j;
lighting.shadelight = j;
lighting.plightvec = lightvec;
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (r_dlights[lnum].die >= vr_data.realtime) {
VectorSubtract (currententity->origin,
r_dlights[lnum].origin, dist);
add = r_dlights[lnum].radius - VectorLength (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;
}
}
}
static void
R_DrawViewModel (void)
{
// FIXME: remove and do real lighting
float lightvec[3] = { -1, 0, 0 };
int j;
unsigned int lnum;
vec3_t dist;
float add;
float minlight;
dlight_t *dl;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| !r_drawentities->int_val)
return;
currententity = vr_data.view_model;
if (!currententity->model)
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
VectorCopy (vup, viewlightvec);
VectorNegate (viewlightvec, viewlightvec);
minlight = max (currententity->min_light, currententity->model->min_light);
j = max (R_LightPoint (currententity->origin), minlight * 128);
r_viewlighting.ambientlight = j;
r_viewlighting.shadelight = j;
// add dynamic lights
for (lnum = 0; lnum < r_maxdlights; lnum++) {
dl = &r_dlights[lnum];
if (!dl->radius)
continue;
if (!dl->radius)
continue;
if (dl->die < vr_data.realtime)
continue;
VectorSubtract (currententity->origin, dl->origin, dist);
add = dl->radius - VectorLength (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);
}
static int
R_BmodelCheckBBox (model_t *clmodel, float *minmaxs)
{
int i, *pindex, clipflags;
vec3_t acceptpt, rejectpt;
double d;
clipflags = 0;
if (currententity->transform[0] != 1 || currententity->transform[5] != 1
|| currententity->transform[10] != 1) {
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;
}
static void
R_DrawBEntitiesOnList (void)
{
int j, clipflags;
unsigned int k;
vec3_t oldorigin;
model_t *clmodel;
float minmaxs[6];
entity_t *ent;
if (!r_drawentities->int_val)
return;
VectorCopy (modelorg, oldorigin);
insubmodel = true;
for (ent = r_ent_queue; ent; ent = ent->next) {
currententity = ent;
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 < r_maxdlights; k++) {
if ((r_dlights[k].die < vr_data.realtime) ||
(!r_dlights[k].radius)) continue;
VectorSubtract (r_dlights[k].origin,
currententity->origin,
lightorigin);
R_RecursiveMarkLights (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 {
if (currententity->topnode) {
mnode_t *topnode = currententity->topnode;
if (topnode->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);
}
}
}
// 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;
}
static void
R_PrintDSpeeds (void)
{
float ms, dp_time, r_time2, rw_time, db_time, se_time, de_time,
dv_time;
r_time2 = Sys_DoubleTime ();
dp_time = (dp_time2 - dp_time1) * 1000;
rw_time = (rw_time2 - rw_time1) * 1000;
db_time = (db_time2 - db_time1) * 1000;
se_time = (se_time2 - se_time1) * 1000;
de_time = (de_time2 - de_time1) * 1000;
dv_time = (dv_time2 - dv_time1) * 1000;
ms = (r_time2 - r_time1) * 1000;
Sys_Printf ("%3i %4.1fp %3iw %4.1fb %3is %4.1fe %4.1fv\n",
(int) ms, dp_time, (int) rw_time, db_time, (int) se_time,
de_time, dv_time);
}
static 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 *)
(((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 ();
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
*/
static void
R_RenderView_ (void)
{
byte warpbuffer[WARP_WIDTH * WARP_HEIGHT];
if (r_norefresh->int_val)
return;
r_warpbuffer = warpbuffer;
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
r_time1 = Sys_DoubleTime ();
R_SetupFrame ();
R_MarkLeaves (); // done here so we know if we're in water
R_PushDlights (vec3_origin);
// 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 ();
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 ();
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)
Sys_Printf ("Short %d surfaces\n", r_outofsurfaces);
if (r_reportedgeout->int_val && r_outofedges)
Sys_Printf ("Short roughly %d edges\n", r_outofedges * 2 / 3);
// back to high floating-point precision
R_HighFPPrecision ();
}
static void R_RenderViewFishEye (void);
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 ((intptr_t) (&dummy) & 3)
Sys_Error ("Stack is missaligned");
if ((intptr_t) (&r_warpbuffer) & 3)
Sys_Error ("Globals are missaligned");
if (!scr_fisheye->int_val)
R_RenderView_ ();
else
R_RenderViewFishEye ();
}
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
}
}
#define BOX_FRONT 0
#define BOX_BEHIND 2
#define BOX_LEFT 3
#define BOX_RIGHT 1
#define BOX_TOP 4
#define BOX_BOTTOM 5
#define DEG(x) (x / M_PI * 180.0)
#define RAD(x) (x * M_PI / 180.0)
struct my_coords
{
double x, y, z;
};
struct my_angles
{
double yaw, pitch, roll;
};
static void
x_rot (struct my_coords *c, double pitch)
{
double nx, ny, nz;
nx = c->x;
ny = (c->y * cos(pitch)) - (c->z * sin(pitch));
nz = (c->y * sin(pitch)) + (c->z * cos(pitch));
c->x = nx; c->y = ny; c->z = nz;
}
static void
y_rot (struct my_coords *c, double yaw)
{
double nx, ny, nz;
nx = (c->x * cos(yaw)) - (c->z * sin(yaw));
ny = c->y;
nz = (c->x * sin(yaw)) + (c->z * cos(yaw));
c->x = nx; c->y = ny; c->z = nz;
}
static void
z_rot (struct my_coords *c, double roll)
{
double nx, ny, nz;
nx = (c->x * cos(roll)) - (c->y * sin(roll));
ny = (c->x * sin(roll)) + (c->y * cos(roll));
nz = c->z;
c->x = nx; c->y = ny; c->z = nz;
}
static void
my_get_angles (struct my_coords *in_o, struct my_coords *in_u, struct my_angles *a)
{
double rad_yaw, rad_pitch;
struct my_coords o, u;
a->pitch = 0.0;
a->yaw = 0.0;
a->roll = 0.0;
// make a copy of the coords
o.x = in_o->x; o.y = in_o->y; o.z = in_o->z;
u.x = in_u->x; u.y = in_u->y; u.z = in_u->z;
// special case when looking straight up or down
if ((o.x == 0.0) && (o.z == 0.0)) {
a->yaw = 0.0;
if (o.y > 0.0) { a->pitch = -90.0; a->roll = 180.0 - DEG(atan2(u.x, u.z)); } // down
else { a->pitch = 90.0; a->roll = DEG(atan2(u.x, u.z)); } // up
return;
}
// get yaw angle and then rotate o and u so that yaw = 0
rad_yaw = atan2 (-o.x, o.z);
a->yaw = DEG (rad_yaw);
y_rot (&o, -rad_yaw);
y_rot (&u, -rad_yaw);
// get pitch and then rotate o and u so that pitch = 0
rad_pitch = atan2 (-o.y, o.z);
a->pitch = DEG (rad_pitch);
x_rot (&o, -rad_pitch);
x_rot (&u, -rad_pitch);
// get roll
a->roll = DEG (-atan2(u.x, u.y));
}
static void
get_ypr (double yaw, double pitch, double roll, int side, struct my_angles *a)
{
struct my_coords o, u;
// get 'o' (observer) and 'u' ('this_way_up') depending on box side
switch(side) {
case BOX_FRONT:
o.x = 0.0; o.y = 0.0; o.z = 1.0;
u.x = 0.0; u.y = 1.0; u.z = 0.0;
break;
case BOX_BEHIND:
o.x = 0.0; o.y = 0.0; o.z = -1.0;
u.x = 0.0; u.y = 1.0; u.z = 0.0;
break;
case BOX_LEFT:
o.x = -1.0; o.y = 0.0; o.z = 0.0;
u.x = -1.0; u.y = 1.0; u.z = 0.0;
break;
case BOX_RIGHT:
o.x = 1.0; o.y = 0.0; o.z = 0.0;
u.x = 0.0; u.y = 1.0; u.z = 0.0;
break;
case BOX_TOP:
o.x = 0.0; o.y = -1.0; o.z = 0.0;
u.x = 0.0; u.y = 0.0; u.z = -1.0;
break;
case BOX_BOTTOM:
o.x = 0.0; o.y = 1.0; o.z = 0.0;
u.x = 0.0; u.y = 0.0; u.z = -1.0;
break;
}
z_rot (&o, roll); z_rot (&u, roll);
x_rot (&o, pitch); x_rot (&u, pitch);
y_rot (&o, yaw); y_rot (&u, yaw);
my_get_angles (&o, &u, a);
// normalise angles
while (a->yaw < 0.0) a->yaw += 360.0;
while (a->yaw > 360.0) a->yaw -= 360.0;
while (a->pitch < 0.0) a->pitch += 360.0;
while (a->pitch > 360.0) a->pitch -= 360.0;
while (a->roll < 0.0) a->roll += 360.0;
while (a->roll > 360.0) a->roll -= 360.0;
}
static void
fisheyelookuptable (byte **buf, int width, int height, byte *scrp, double fov)
{
int x, y;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
double dx = x-width/2;
double dy = -(y-height/2);
double yaw = sqrt(dx*dx+dy*dy)*fov/((double)width);
double roll = -atan2(dy, dx);
double sx = sin(yaw) * cos(roll);
double sy = sin(yaw) * sin(roll);
double sz = cos(yaw);
// determine which side of the box we need
double abs_x = fabs(sx);
double abs_y = fabs(sy);
double abs_z = fabs(sz);
int side;
double xs = 0, ys = 0;
if (abs_x > abs_y) {
if (abs_x > abs_z) { side = ((sx > 0.0) ? BOX_RIGHT : BOX_LEFT); }
else { side = ((sz > 0.0) ? BOX_FRONT : BOX_BEHIND); }
} else {
if (abs_y > abs_z) { side = ((sy > 0.0) ? BOX_TOP : BOX_BOTTOM); }
else { side = ((sz > 0.0) ? BOX_FRONT : BOX_BEHIND); }
}
#define RC(x) ((x / 2.06) + 0.5)
#define R2(x) ((x / 2.03) + 0.5)
// scale up our vector [x,y,z] to the box
switch(side) {
case BOX_FRONT: xs = RC( sx / sz); ys = R2( sy / sz); break;
case BOX_BEHIND: xs = RC(-sx / -sz); ys = R2( sy / -sz); break;
case BOX_LEFT: xs = RC( sz / -sx); ys = R2( sy / -sx); break;
case BOX_RIGHT: xs = RC(-sz / sx); ys = R2( sy / sx); break;
case BOX_TOP: xs = RC( sx / sy); ys = R2( sz / -sy); break; //bot
case BOX_BOTTOM: xs = RC(-sx / sy); ys = R2( sz / -sy); break; //top??
}
if (xs < 0.0) xs = 0.0;
if (xs >= 1.0) xs = 0.999;
if (ys < 0.0) ys = 0.0;
if (ys >= 1.0) ys = 0.999;
*buf++ = scrp+(((int)(xs*(double)width))+
((int)(ys*(double)height))*width)+
side*width*height;
}
}
}
static void
rendercopy (void *dest)
{
void *p = vid.buffer;
// XXX
vid.buffer = dest;
R_RenderView_ ();
vid.buffer = p;
}
static void
renderside (byte* bufs, double yaw, double pitch, double roll, int side)
{
struct my_angles a;
get_ypr (RAD(yaw), RAD(pitch), RAD(roll), side, &a);
if (side == BOX_RIGHT) { a.roll = -a.roll; a.pitch = -a.pitch; }
if (side == BOX_LEFT) { a.roll = -a.roll; a.pitch = -a.pitch; }
if (side == BOX_TOP) { a.yaw += 180.0; a.pitch = 180.0 - a.pitch; }
r_refdef.viewangles[YAW] = a.yaw;
r_refdef.viewangles[PITCH] = a.pitch;
r_refdef.viewangles[ROLL] = a.roll;
rendercopy (bufs);
}
static void
renderlookup (byte **offs, byte* bufs)
{
byte *p = (byte*)vid.buffer;
unsigned int x, y;
for (y = 0; y < vid.height; y++) {
for (x = 0; x < vid.width; x++, offs++)
p[x] = **offs;
p += vid.rowbytes;
}
}
static void
R_RenderViewFishEye (void)
{
int width = vid.width; //r_refdef.vrect.width;
int height = vid.height; //r_refdef.vrect.height;
int scrsize = width*height;
int fov = scr_ffov->int_val;
int views = scr_fviews->int_val;
double yaw = r_refdef.viewangles[YAW];
double pitch = r_refdef.viewangles[PITCH];
double roll = 0; //r_refdef.viewangles[ROLL];
static int pwidth = -1;
static int pheight = -1;
static int pfov = -1;
static int pviews = -1;
static byte *scrbufs = NULL;
static byte **offs = NULL;
if (fov < 1) fov = 1;
if (pwidth != width || pheight != height || pfov != fov) {
if (scrbufs) free (scrbufs);
if (offs) free (offs);
scrbufs = malloc (scrsize*6); // front|right|back|left|top|bottom
SYS_CHECKMEM (scrbufs);
offs = malloc (scrsize*sizeof(byte*));
SYS_CHECKMEM (offs);
pwidth = width;
pheight = height;
pfov = fov;
fisheyelookuptable (offs, width, height, scrbufs, ((double)fov)*M_PI/180.0);
}
if (views != pviews) {
pviews = views;
memset (scrbufs, 0, scrsize*6);
}
switch (views) {
case 6: renderside (scrbufs+scrsize*2, yaw, pitch, roll, BOX_BEHIND);
case 5: renderside (scrbufs+scrsize*5, yaw, pitch, roll, BOX_BOTTOM);
case 4: renderside (scrbufs+scrsize*4, yaw, pitch, roll, BOX_TOP);
case 3: renderside (scrbufs+scrsize*3, yaw, pitch, roll, BOX_LEFT);
case 2: renderside (scrbufs+scrsize, yaw, pitch, roll, BOX_RIGHT);
default: renderside (scrbufs, yaw, pitch, roll, BOX_FRONT);
}
r_refdef.viewangles[YAW] = yaw;
r_refdef.viewangles[PITCH] = pitch;
r_refdef.viewangles[ROLL] = roll;
renderlookup (offs, scrbufs);
}
void
R_ClearState (void)
{
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}