#include "tr_local.h" #if !defined(G2_H_INC) #include "../ghoul2/G2.h" #endif #include "../ghoul2/G2_local.h" #include "MatComp.h" #pragma warning (disable: 4512) //default assignment operator could not be gened #include "../qcommon/disablewarnings.h" static int r_firstSceneDrawSurf; static int r_numdlights; static int r_firstSceneDlight; static int r_numentities; static int r_firstSceneEntity; static int r_numminientities; static int r_firstSceneMiniEntity; static int refEntParent = -1; static int r_numpolys; static int r_firstScenePoly; static int r_numpolyverts; /* ==================== R_ToggleSmpFrame ==================== */ void R_ToggleSmpFrame( void ) { if ( r_smp->integer ) { // use the other buffers next frame, because another CPU // may still be rendering into the current ones tr.smpFrame ^= 1; } else { tr.smpFrame = 0; } backEndData[tr.smpFrame]->commands.used = 0; r_firstSceneDrawSurf = 0; r_numdlights = 0; r_firstSceneDlight = 0; r_numentities = 0; r_firstSceneEntity = 0; refEntParent = -1; r_numminientities = 0; r_firstSceneMiniEntity = 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; refEntParent = -1; r_firstSceneMiniEntity = r_numminientities; } /* =========================================================================== 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 = ENTITYNUM_WORLD; 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, int numPolys ) { srfPoly_t *poly; int i, j; int fogIndex; fog_t *fog; vec3_t bounds[2]; if ( !tr.registered ) { return; } if ( !hShader ) { ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n"); return; } for ( j = 0; j < numPolys; j++ ) { if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) { ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n"); return; } poly = &backEndData[tr.smpFrame]->polys[r_numpolys]; poly->surfaceType = SF_POLY; poly->hShader = hShader; poly->numVerts = numVerts; poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts]; Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) ); // done. r_numpolys++; r_numpolyverts += numVerts; // if no world is loaded if ( tr.world == NULL ) { fogIndex = 0; } // see if it is in a fog volume else if ( 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 ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) { fog = &tr.world->fogs[fogIndex]; if ( bounds[1][0] >= fog->bounds[0][0] && bounds[1][1] >= fog->bounds[0][1] && bounds[1][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] ) { break; } } if ( fogIndex == tr.world->numfogs ) { fogIndex = 0; } } poly->fogIndex = fogIndex; } } //================================================================================= /* ===================== RE_AddRefEntityToScene ===================== */ void RE_AddRefEntityToScene( const refEntity_t *ent ) { if ( !tr.registered ) { return; } if ( r_numentities >= MAX_ENTITIES ) { return; } if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) { ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType ); } backEndData[tr.smpFrame]->entities[r_numentities].e = *ent; backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse; if (ent->ghoul2) { CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)ent->ghoul2); #ifndef __linux__ if (!ghoul2[0].mModel) { DebugBreak(); } #endif } if (ent->reType == RT_ENT_CHAIN) { refEntParent = r_numentities; backEndData[tr.smpFrame]->entities[r_numentities].e.uRefEnt.uMini.miniStart = r_numminientities - r_firstSceneMiniEntity; backEndData[tr.smpFrame]->entities[r_numentities].e.uRefEnt.uMini.miniCount = 0; } else { refEntParent = -1; } r_numentities++; } /************************************************************************************************ * RE_AddMiniRefEntityToScene * * Adds a mini ref ent to the scene. If the input parameter is null, it signifies the end * * of the chain. Otherwise, if there is a valid chain parent, it will be added to that. * * If there is no parent, it will be added as a regular ref ent. * * * * Input * * ent: the mini ref ent to be added * * * * Output / Return * * none * * * ************************************************************************************************/ void RE_AddMiniRefEntityToScene( const miniRefEntity_t *ent ) { refEntity_t *parent; if ( !tr.registered ) { return; } if (!ent) { refEntParent = -1; return; } if ( r_numminientities >= MAX_MINI_ENTITIES) { ri.Printf( PRINT_WARNING, S_COLOR_YELLOW "WARNING: Attempting to add too many miniRefEntity_t\n"); return; } if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) { ri.Error( ERR_DROP, "RE_AddMiniRefEntityToScene: bad reType %i", ent->reType ); } if (!r_numentities || refEntParent == -1) { // ri.Error( ERR_DROP, "RE_AddMiniRefEntityToScene: mini without parent ref ent"); refEntity_t tempEnt; memcpy(&tempEnt, ent, sizeof(*ent)); memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent)); RE_AddRefEntityToScene(&tempEnt); return; } parent = &backEndData[tr.smpFrame]->entities[refEntParent].e; parent->uRefEnt.uMini.miniCount++; backEndData[tr.smpFrame]->miniEntities[r_numminientities].e = *ent; r_numminientities++; } /* ===================== RE_AddDynamicLightToScene ===================== */ void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) { dlight_t *dl; if ( !tr.registered ) { return; } if ( r_numdlights >= MAX_DLIGHTS ) { return; } if ( intensity <= 0 ) { return; } dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++]; VectorCopy (org, dl->origin); dl->radius = intensity; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; dl->additive = additive; } /* ===================== RE_AddLightToScene ===================== */ void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { dlight_t *dl; if (r_newDLights->integer) { if ( !tr.registered ) { return; } if ( r_numdlights >= MAX_DLIGHTS ) { return; } //dl = &backEnd.refdef.dlights[r_numdlights++]; dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++]; dl->mType=DLIGHT_VERTICAL; VectorCopy (org, dl->origin); dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; if ( intensity <= 0 ) { // projected from viewer VectorCopy (tr.viewParms.ori.axis[0], dl->mDirection); VectorCopy (tr.viewParms.ori.axis[1], dl->mBasis2); VectorCopy (tr.viewParms.ori.axis[2], dl->mBasis3); dl->mType=DLIGHT_PROJECTED; dl->radius = -intensity; } else { dl->radius = intensity; } // dl->additive = qtrue; } else { RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse ); } } /* ===================== RE_AddAdditiveLightToScene ===================== */ void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue ); } /* @@@@@@@@@@@@@@@@@@@@@ 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, @@@@@@@@@@@@@@@@@@@@@ */ 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 = ri.Milliseconds(); if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) { ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel"); } Com_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; lastTime = fd->time; if (tr.refdef.frametime > 500) { tr.refdef.frametime = 500; } else if (tr.refdef.frametime < 0) { tr.refdef.frametime = 0; } tr.refdef.rdflags = fd->rdflags; // 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 * 0.001f; tr.refdef.numDrawSurfs = r_firstSceneDrawSurf; tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs; tr.refdef.num_entities = r_numentities - r_firstSceneEntity; tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity]; tr.refdef.miniEntities = &backEndData[tr.smpFrame]->miniEntities[r_firstSceneMiniEntity]; tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight; tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight]; tr.refdef.numPolys = r_numpolys - r_firstScenePoly; tr.refdef.polys = &backEndData[tr.smpFrame]->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 if ( r_dynamiclight->integer == 0 || r_vertexLight->integer == 1 ) { tr.refdef.num_dlights = 0; } // 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 // Com_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.ori.origin ); VectorCopy( fd->viewaxis[0], parms.ori.axis[0] ); VectorCopy( fd->viewaxis[1], parms.ori.axis[1] ); VectorCopy( fd->viewaxis[2], parms.ori.axis[2] ); VectorCopy( fd->vieworg, parms.pvsOrigin ); 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_firstSceneMiniEntity = r_numminientities; r_firstSceneDlight = r_numdlights; r_firstScenePoly = r_numpolys; refEntParent = -1; tr.frontEndMsec += ri.Milliseconds() - startTime; }