jediacademy/code/renderer/tr_cmds.cpp

513 lines
12 KiB
C++

// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "tr_local.h"
/*
=====================
R_PerformanceCounters
=====================
*/
void R_PerformanceCounters( void ) {
#ifndef _XBOX
if ( !r_speeds->integer ) {
// clear the counters even if we aren't printing
memset( &tr.pc, 0, sizeof( tr.pc ) );
memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
return;
}
if (r_speeds->integer == 1) {
const float texSize = R_SumOfUsedImages( qfalse )/(8*1048576.0f)*(r_texturebits->integer?r_texturebits->integer:glConfig.colorBits);
VID_Printf (PRINT_ALL, "%i/%i shdrs/srfs %i leafs %i vrts %i/%i tris %.2fMB tex %.2f dc\n",
backEnd.pc.c_shaders, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes,
backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3,
texSize, backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) );
} else if (r_speeds->integer == 2) {
VID_Printf (PRINT_ALL, "(patch) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out,
tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out );
VID_Printf (PRINT_ALL, "(md3) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out,
tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out );
} else if (r_speeds->integer == 3) {
VID_Printf (PRINT_ALL, "viewcluster: %i\n", tr.viewCluster );
} else if (r_speeds->integer == 4) {
if ( backEnd.pc.c_dlightVertexes ) {
VID_Printf (PRINT_ALL, "dlight srf:%i culled:%i verts:%i tris:%i\n",
tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled,
backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 );
}
}
else if (r_speeds->integer == 5 )
{
VID_Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
}
else if (r_speeds->integer == 6 )
{
VID_Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n",
backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
}
else if (r_speeds->integer == 7) {
const float texSize = R_SumOfUsedImages(qtrue) / (1048576.0f);
const float backBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.colorBits / (8.0f * 1024*1024);
const float depthBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.depthBits / (8.0f * 1024*1024);
const float stencilBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.stencilBits / (8.0f * 1024*1024);
VID_Printf (PRINT_ALL, "Tex MB %.2f + buffers %.2f MB = Total %.2fMB\n",
texSize, backBuff*2+depthBuff+stencilBuff, texSize+backBuff*2+depthBuff+stencilBuff);
}
#endif
memset( &tr.pc, 0, sizeof( tr.pc ) );
memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
}
/*
====================
R_InitCommandBuffers
====================
*/
void R_InitCommandBuffers( void ) {
}
/*
====================
R_ShutdownCommandBuffers
====================
*/
void R_ShutdownCommandBuffers( void ) {
}
/*
====================
R_IssueRenderCommands
====================
*/
int c_blockedOnRender;
int c_blockedOnMain;
void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
renderCommandList_t *cmdList;
cmdList = &backEndData->commands;
// add an end-of-list command
*(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
// clear it out, in case this is a sync and not a buffer flip
cmdList->used = 0;
// at this point, the back end thread is idle, so it is ok
// to look at it's performance counters
if ( runPerformanceCounters ) {
R_PerformanceCounters();
}
// actually start the commands going
if ( !r_skipBackEnd->integer ) {
// let it start on the new batch
RB_ExecuteRenderCommands( cmdList->cmds );
}
}
/*
====================
R_SyncRenderThread
Issue any pending commands and wait for them to complete.
After exiting, the render thread will have completed its work
and will remain idle and the main thread is free to issue
OpenGL calls until R_IssueRenderCommands is called.
====================
*/
void R_SyncRenderThread( void ) {
#ifndef _XBOX
if ( !tr.registered ) {
return;
}
R_IssueRenderCommands( qfalse );
#endif
}
/*
============
R_GetCommandBuffer
make sure there is enough command space, waiting on the
render thread if needed.
============
*/
void *R_GetCommandBuffer( int bytes ) {
renderCommandList_t *cmdList;
cmdList = &backEndData->commands;
// always leave room for the end of list command
if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) {
#if defined(_DEBUG) && defined(_XBOX)
Com_Printf(S_COLOR_RED"Command buffer overflow! Tell Brian.\n");
#endif
if ( bytes > MAX_RENDER_COMMANDS - 4 ) {
Com_Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
}
// if we run out of room, just start dropping commands
return NULL;
}
cmdList->used += bytes;
return cmdList->cmds + cmdList->used - bytes;
}
/*
=============
R_AddDrawSurfCmd
=============
*/
void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) {
drawSurfsCommand_t *cmd;
cmd = (drawSurfsCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_DRAW_SURFS;
cmd->drawSurfs = drawSurfs;
cmd->numDrawSurfs = numDrawSurfs;
cmd->refdef = tr.refdef;
cmd->viewParms = tr.viewParms;
}
/*
=============
RE_SetColor
Passing NULL will set the color to white
=============
*/
void RE_SetColor( const float *rgba ) {
setColorCommand_t *cmd;
cmd = (setColorCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_SET_COLOR;
if ( rgba ) {
cmd->color[0] = rgba[0];
cmd->color[1] = rgba[1];
cmd->color[2] = rgba[2];
cmd->color[3] = rgba[3];
return;
}
cmd->color[0] = 1;
cmd->color[1] = 1;
cmd->color[2] = 1;
cmd->color[3] = 1;
}
/*
=============
RE_StretchPic
=============
*/
void RE_StretchPic ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader ) {
stretchPicCommand_t *cmd;
cmd = (stretchPicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_STRETCH_PIC;
cmd->shader = R_GetShaderByHandle( hShader );
cmd->x = x;
cmd->y = y;
cmd->w = w;
cmd->h = h;
cmd->s1 = s1;
cmd->t1 = t1;
cmd->s2 = s2;
cmd->t2 = t2;
}
/*
=============
RE_RotatePic
=============
*/
void RE_RotatePic ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) {
rotatePicCommand_t *cmd;
cmd = (rotatePicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_ROTATE_PIC;
cmd->shader = R_GetShaderByHandle( hShader );
cmd->x = x;
cmd->y = y;
cmd->w = w;
cmd->h = h;
cmd->s1 = s1;
cmd->t1 = t1;
cmd->s2 = s2;
cmd->t2 = t2;
cmd->a = a;
}
/*
=============
RE_RotatePic2
=============
*/
void RE_RotatePic2 ( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) {
rotatePicCommand_t *cmd;
cmd = (rotatePicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_ROTATE_PIC2;
cmd->shader = R_GetShaderByHandle( hShader );
cmd->x = x;
cmd->y = y;
cmd->w = w;
cmd->h = h;
cmd->s1 = s1;
cmd->t1 = t1;
cmd->s2 = s2;
cmd->t2 = t2;
cmd->a = a;
}
void RE_LAGoggles( void )
{
tr.refdef.rdflags |= (RDF_doLAGoggles|RDF_doFullbright);
fog_t *fog = &tr.world->fogs[tr.world->numfogs];
fog->parms.color[0] = 0.75f;
fog->parms.color[1] = 0.42f + random() * 0.025f;
fog->parms.color[2] = 0.07f;
fog->parms.color[3] = 1.0f;
fog->parms.depthForOpaque = 10000;
fog->colorInt = ColorBytes4(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], fog->parms.color[3]);
fog->tcScale = 2.0f / ( fog->parms.depthForOpaque * (1.0f + cos( tr.refdef.floatTime) * 0.1f));
}
void RE_RenderWorldEffects(void)
{
setModeCommand_t *cmd;
cmd = (setModeCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_WORLD_EFFECTS;
}
/*
=============
RE_Scissor
=============
*/
void RE_Scissor ( float x, float y, float w, float h)
{
scissorCommand_t *cmd;
cmd = (scissorCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_SCISSOR;
cmd->x = x;
cmd->y = y;
cmd->w = w;
cmd->h = h;
}
/*
====================
RE_BeginFrame
If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
drawBufferCommand_t *cmd;
if ( !tr.registered ) {
return;
}
glState.finishCalled = qfalse;
tr.frameCount++;
tr.frameSceneNum = 0;
//
// do overdraw measurement
//
#ifndef _XBOX
if ( r_measureOverdraw->integer )
{
if ( glConfig.stencilBits < 4 )
{
VID_Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
Cvar_Set( "r_measureOverdraw", "0" );
r_measureOverdraw->modified = qfalse;
}
else if ( r_shadows->integer == 2 )
{
VID_Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
Cvar_Set( "r_measureOverdraw", "0" );
r_measureOverdraw->modified = qfalse;
}
else
{
R_SyncRenderThread();
qglEnable( GL_STENCIL_TEST );
qglStencilMask( ~0U );
qglClearStencil( 0U );
qglStencilFunc( GL_ALWAYS, 0U, ~0U );
qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
}
r_measureOverdraw->modified = qfalse;
}
else
{
// this is only reached if it was on and is now off
if ( r_measureOverdraw->modified ) {
R_SyncRenderThread();
qglDisable( GL_STENCIL_TEST );
r_measureOverdraw->modified = qfalse;
}
}
#endif
//
// texturemode stuff
//
if ( r_textureMode->modified || r_ext_texture_filter_anisotropic->modified) {
R_SyncRenderThread();
GL_TextureMode( r_textureMode->string );
r_textureMode->modified = qfalse;
r_ext_texture_filter_anisotropic->modified = qfalse;
}
//
// gamma stuff
//
if ( r_gamma->modified ) {
r_gamma->modified = qfalse;
R_SyncRenderThread();
R_SetColorMappings();
}
// check for errors
if ( !r_ignoreGLErrors->integer ) {
int err;
R_SyncRenderThread();
if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
Com_Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
}
}
//
// draw buffer stuff
//
cmd = (drawBufferCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_DRAW_BUFFER;
if ( glConfig.stereoEnabled ) {
if ( stereoFrame == STEREO_LEFT ) {
cmd->buffer = (int)GL_BACK_LEFT;
} else if ( stereoFrame == STEREO_RIGHT ) {
cmd->buffer = (int)GL_BACK_RIGHT;
} else {
Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
}
} else {
if ( stereoFrame != STEREO_CENTER ) {
Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
}
// if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) {
// cmd->buffer = (int)GL_FRONT;
// } else
{
cmd->buffer = (int)GL_BACK;
}
}
}
/*
=============
RE_EndFrame
Returns the number of msec spent in the back end
=============
*/
void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
swapBuffersCommand_t *cmd;
if ( !tr.registered ) {
return;
}
cmd = (swapBuffersCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) );
if ( !cmd ) {
return;
}
cmd->commandId = RC_SWAP_BUFFERS;
#ifdef _XBOX
if (!qglBeginFrame()) return;
#endif
R_IssueRenderCommands( qtrue );
#ifdef _XBOX
RE_ProcessDissolve(); // render the disolve now
qglEndFrame();
#endif
// use the other buffers next frame, because another CPU
// may still be rendering into the current ones
R_ToggleSmpFrame();
if ( frontEndMsec ) {
*frontEndMsec = tr.frontEndMsec;
}
tr.frontEndMsec = 0;
if ( backEndMsec ) {
*backEndMsec = backEnd.pc.msec;
}
backEnd.pc.msec = 0;
for(int i=0;i<MAX_LIGHT_STYLES;i++)
{
styleUpdated[i] = false;
}
}