// leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "tr_local.h" int r_firstSceneDrawSurf; int r_numdlights; int r_firstSceneDlight; int r_numentities; int r_firstSceneEntity; int r_numpolys; int r_firstScenePoly; 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; 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.doLAGoggles = qfalse; tr.refdef.doFullbright = qfalse; } /* =========================================================================== 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 ); #ifdef _NPATCH R_AddDrawSurf( ( surfaceType_t * )poly, sh, poly->fogIndex, qfalse, 0 ); #else R_AddDrawSurf( ( surfaceType_t * )poly, sh, poly->fogIndex, qfalse ); #endif // _NPATCH } } /* ===================== 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 ) { ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n"); return; } if ( r_numpolyverts + numVerts > MAX_POLYVERTS || r_numpolys >= MAX_POLYS ) { 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]; memcpy( poly->verts, verts, numVerts * sizeof( *verts ) ); r_numpolys++; r_numpolyverts += numVerts; // see if it is in a fog volume 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 ( 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 >= ENTITYNUM_WORLD ) { #ifndef FINAL_BUILD ri.Printf( PRINT_WARNING, "WARNING: RE_AddRefEntityToScene: too many entities\n"); #endif 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; r_numentities++; } /* ===================== RE_AddLightToScene ===================== */ void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { 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; } /* @@@@@@@@@@@@@@@@@@@@@ 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 = ri.Milliseconds(); if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) { ri.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; lastTime = fd->time; // 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[tr.smpFrame]->drawSurfs; tr.refdef.num_entities = r_numentities - r_firstSceneEntity; tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity]; 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 // 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 ); #ifdef _NPATCH RE_NPatchLevel(r_npatches->integer); #endif // _NPATCH 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 += ri.Milliseconds() - startTime; }