jediacademy/code/renderer/tr_scene.cpp

403 lines
9.9 KiB
C++

// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "tr_local.h"
#ifdef VV_LIGHTING
#include "tr_lightmanager.h"
#endif
int r_firstSceneDrawSurf;
int r_numdlights;
int r_firstSceneDlight;
int r_numentities;
int r_firstSceneEntity;
int r_numpolys;
int r_firstScenePoly;
int r_numpolyverts;
int skyboxportal;
int drawskyboxportal;
/*
====================
R_ToggleSmpFrame
====================
*/
void R_ToggleSmpFrame( void ) {
backEndData->commands.used = 0;
r_firstSceneDrawSurf = 0;
r_numdlights = 0;
r_firstSceneDlight = 0;
#ifdef VV_LIGHTING
VVLightMan.num_dlights = 0;
#endif
r_numentities = 0;
r_firstSceneEntity = 0;
r_numpolys = 0;
r_firstScenePoly = 0;
r_numpolyverts = 0;
}
/*
====================
RE_ClearScene
====================
*/
void RE_ClearScene( void ) {
r_firstSceneDlight = r_numdlights;
r_firstSceneEntity = r_numentities;
r_firstScenePoly = r_numpolys;
tr.refdef.rdflags &= ~(RDF_doLAGoggles|RDF_doFullbright); //probably not needed since it gets copied over in RE_RenderScene
}
/*
===========================================================================
DISCRETE POLYS
===========================================================================
*/
/*
=====================
R_AddPolygonSurfaces
Adds all the scene's polys into this view's drawsurf list
=====================
*/
void R_AddPolygonSurfaces( void ) {
int i;
shader_t *sh;
srfPoly_t *poly;
tr.currentEntityNum = TR_WORLDENT;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
sh = R_GetShaderByHandle( poly->hShader );
R_AddDrawSurf( ( surfaceType_t * )poly, sh, poly->fogIndex, qfalse );
}
}
/*
=====================
RE_AddPolyToScene
=====================
*/
void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) {
srfPoly_t *poly;
int i;
int fogIndex = 0;
fog_t *fog;
vec3_t bounds[2];
if ( !tr.registered ) {
return;
}
if ( !hShader ) {
#ifndef FINAL_BUILD
VID_Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
#endif
return;
}
if ( r_numpolyverts + numVerts > MAX_POLYVERTS || r_numpolys >= MAX_POLYS ) {
#if defined(_DEBUG)
Com_Printf(S_COLOR_RED"Poly overflow! Tell Brian.\n");
#endif
return;
}
poly = &backEndData->polys[r_numpolys];
poly->surfaceType = SF_POLY;
poly->hShader = hShader;
poly->numVerts = numVerts;
poly->verts = &backEndData->polyVerts[r_numpolyverts];
memcpy( poly->verts, verts, numVerts * sizeof( *verts ) );
r_numpolys++;
r_numpolyverts += numVerts;
// see if it is in a fog volume
if ( !tr.world || tr.world->numfogs == 1) {
fogIndex = 0;
} else {
// find which fog volume the poly is in
VectorCopy( poly->verts[0].xyz, bounds[0] );
VectorCopy( poly->verts[0].xyz, bounds[1] );
for ( i = 1 ; i < poly->numVerts ; i++ ) {
AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
}
for ( int fI = 1 ; fI < tr.world->numfogs ; fI++ ) {
fog = &tr.world->fogs[fI];
if ( bounds[0][0] >= fog->bounds[0][0]
&& bounds[0][1] >= fog->bounds[0][1]
&& bounds[0][2] >= fog->bounds[0][2]
&& bounds[1][0] <= fog->bounds[1][0]
&& bounds[1][1] <= fog->bounds[1][1]
&& bounds[1][2] <= fog->bounds[1][2] )
{//completely in this one
fogIndex = fI;
break;
}
else if ( ( bounds[0][0] >= fog->bounds[0][0] && bounds[0][1] >= fog->bounds[0][1] && bounds[0][2] >= fog->bounds[0][2] &&
bounds[0][0] <= fog->bounds[1][0] && bounds[0][1] <= fog->bounds[1][1] && bounds[0][2] <= fog->bounds[1][2]) ||
( bounds[1][0] >= fog->bounds[0][0] && bounds[1][1] >= fog->bounds[0][1] && bounds[1][2] >= fog->bounds[0][2] &&
bounds[1][0] <= fog->bounds[1][0] && bounds[1][1] <= fog->bounds[1][1] && bounds[1][2] <= fog->bounds[1][2] ) )
{//partially in this one
if ( tr.refdef.fogIndex == fI || R_FogParmsMatch( tr.refdef.fogIndex, fI ) )
{//take new one only if it's the same one that the viewpoint is in
fogIndex = fI;
break;
}
else if ( !fogIndex )
{//didn't find one yet, so use this one
fogIndex = fI;
}
}
}
}
poly->fogIndex = fogIndex;
}
//=================================================================================
/*
=====================
RE_AddRefEntityToScene
=====================
*/
void RE_AddRefEntityToScene( const refEntity_t *ent ) {
if ( !tr.registered ) {
return;
}
if ( r_numentities >= TR_WORLDENT ) {
#ifndef FINAL_BUILD
VID_Printf( PRINT_WARNING, "WARNING: RE_AddRefEntityToScene: too many entities\n");
#endif
return;
}
if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
Com_Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
}
backEndData->entities[r_numentities].e = *ent;
backEndData->entities[r_numentities].lightingCalculated = qfalse;
r_numentities++;
}
/*
=====================
RE_AddLightToScene
=====================
*/
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
#ifndef VV_LIGHTING
dlight_t *dl;
if ( !tr.registered ) {
return;
}
if ( r_numdlights >= MAX_DLIGHTS ) {
return;
}
if ( intensity <= 0 ) {
return;
}
dl = &backEndData->dlights[r_numdlights++];
VectorCopy (org, dl->origin);
dl->radius = intensity;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
#endif // VV_LIGHTING
}
/*
@@@@@@@@@@@@@@@@@@@@@
RE_RenderScene
Draw a 3D view into a part of the window, then return
to 2D drawing.
Rendering a scene may require multiple views to be rendered
to handle mirrors,
@@@@@@@@@@@@@@@@@@@@@
*/
extern int recursivePortalCount;
void RE_RenderScene( const refdef_t *fd ) {
viewParms_t parms;
int startTime;
static int lastTime = 0;
if ( !tr.registered ) {
return;
}
GLimp_LogComment( "====== RE_RenderScene =====\n" );
if ( r_norefresh->integer ) {
return;
}
startTime = Sys_Milliseconds();
if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
Com_Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
}
// memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
tr.refdef.x = fd->x;
tr.refdef.y = fd->y;
tr.refdef.width = fd->width;
tr.refdef.height = fd->height;
tr.refdef.fov_x = fd->fov_x;
tr.refdef.fov_y = fd->fov_y;
VectorCopy( fd->vieworg, tr.refdef.vieworg );
VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
tr.refdef.time = fd->time;
tr.refdef.frametime = fd->time - lastTime;
tr.refdef.rdflags = fd->rdflags;
if (fd->rdflags & RDF_SKYBOXPORTAL)
{
skyboxportal = 1;
}
else
{
// cdr - only change last time for the real render, not the portal
lastTime = fd->time;
}
if (fd->rdflags & RDF_DRAWSKYBOX)
{
drawskyboxportal = 1;
}
else
{
drawskyboxportal = 0;
}
// copy the areamask data over and note if it has changed, which
// will force a reset of the visible leafs even if the view hasn't moved
tr.refdef.areamaskModified = qfalse;
if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
int areaDiff;
int i;
// compare the area bits
areaDiff = 0;
for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
}
if ( areaDiff ) {
// a door just opened or something
tr.refdef.areamaskModified = qtrue;
}
}
// derived info
tr.refdef.floatTime = tr.refdef.time * 0.001;
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;
tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
#ifndef VV_LIGHTING
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
#endif
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
// turn off dynamic lighting globally by clearing all the
// dlights if it needs to be disabled or if vertex lighting is enabled
#ifndef VV_LIGHTING
if ( r_dynamiclight->integer == 0 ||
r_vertexLight->integer == 1 ) {
tr.refdef.num_dlights = 0;
}
#endif
// a single frame may have multiple scenes draw inside it --
// a 3D game view, 3D status bar renderings, 3D menus, etc.
// They need to be distinguished by the light flare code, because
// the visibility state for a given surface may be different in
// each scene / view.
tr.frameSceneNum++;
tr.sceneCount++;
// setup view parms for the initial view
//
// set up viewport
// The refdef takes 0-at-the-top y coordinates, so
// convert to GL's 0-at-the-bottom space
//
memset( &parms, 0, sizeof( parms ) );
parms.viewportX = tr.refdef.x;
parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
parms.viewportWidth = tr.refdef.width;
parms.viewportHeight = tr.refdef.height;
parms.isPortal = qfalse;
parms.fovX = tr.refdef.fov_x;
parms.fovY = tr.refdef.fov_y;
VectorCopy( fd->vieworg, parms.or.origin );
VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
VectorCopy( fd->vieworg, parms.pvsOrigin );
recursivePortalCount = 0;
R_RenderView( &parms );
// the next scene rendered in this frame will tack on after this one
r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
r_firstSceneEntity = r_numentities;
r_firstSceneDlight = r_numdlights;
r_firstScenePoly = r_numpolys;
tr.frontEndMsec += Sys_Milliseconds() - startTime;
RE_RenderWorldEffects();
}