517 lines
14 KiB
C++
517 lines
14 KiB
C++
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#include "tr_local.h"
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#endif
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#include "../ghoul2/G2_local.h"
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#include "MatComp.h"
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#pragma warning (disable: 4512) //default assignment operator could not be gened
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#include "../qcommon/disablewarnings.h"
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static int r_firstSceneDrawSurf;
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static int r_numdlights;
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static int r_firstSceneDlight;
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static int r_numentities;
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static int r_firstSceneEntity;
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static int r_numminientities;
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static int r_firstSceneMiniEntity;
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static int refEntParent = -1;
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static int r_numpolys;
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static int r_firstScenePoly;
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static int r_numpolyverts;
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/*
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====================
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R_ToggleSmpFrame
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====================
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*/
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void R_ToggleSmpFrame( void ) {
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if ( r_smp->integer ) {
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// use the other buffers next frame, because another CPU
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// may still be rendering into the current ones
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tr.smpFrame ^= 1;
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} else {
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tr.smpFrame = 0;
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}
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backEndData[tr.smpFrame]->commands.used = 0;
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r_firstSceneDrawSurf = 0;
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r_numdlights = 0;
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r_firstSceneDlight = 0;
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r_numentities = 0;
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r_firstSceneEntity = 0;
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refEntParent = -1;
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r_numminientities = 0;
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r_firstSceneMiniEntity = 0;
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r_numpolys = 0;
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r_firstScenePoly = 0;
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r_numpolyverts = 0;
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}
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/*
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====================
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RE_ClearScene
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====================
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*/
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void RE_ClearScene( void ) {
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r_firstSceneDlight = r_numdlights;
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r_firstSceneEntity = r_numentities;
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r_firstScenePoly = r_numpolys;
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refEntParent = -1;
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r_firstSceneMiniEntity = r_numminientities;
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}
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/*
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===========================================================================
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DISCRETE POLYS
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===========================================================================
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*/
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/*
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=====================
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R_AddPolygonSurfaces
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Adds all the scene's polys into this view's drawsurf list
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=====================
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*/
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void R_AddPolygonSurfaces( void ) {
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int i;
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shader_t *sh;
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srfPoly_t *poly;
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tr.currentEntityNum = ENTITYNUM_WORLD;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
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for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
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sh = R_GetShaderByHandle( poly->hShader );
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R_AddDrawSurf( (surfaceType_t *)poly, sh, poly->fogIndex, qfalse );
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}
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}
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/*
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=====================
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RE_AddPolyToScene
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=====================
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*/
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void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
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srfPoly_t *poly;
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int i, j;
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int fogIndex;
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fog_t *fog;
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vec3_t bounds[2];
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if ( !tr.registered ) {
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return;
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}
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if ( !hShader ) {
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ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
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return;
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}
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for ( j = 0; j < numPolys; j++ ) {
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if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
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ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
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return;
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}
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poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
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poly->surfaceType = SF_POLY;
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poly->hShader = hShader;
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poly->numVerts = numVerts;
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poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
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Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
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// done.
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r_numpolys++;
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r_numpolyverts += numVerts;
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// if no world is loaded
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if ( tr.world == NULL ) {
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fogIndex = 0;
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}
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// see if it is in a fog volume
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else if ( tr.world->numfogs == 1 ) {
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fogIndex = 0;
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} else {
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// find which fog volume the poly is in
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VectorCopy( poly->verts[0].xyz, bounds[0] );
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VectorCopy( poly->verts[0].xyz, bounds[1] );
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for ( i = 1 ; i < poly->numVerts ; i++ ) {
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AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
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}
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for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
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fog = &tr.world->fogs[fogIndex];
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if ( bounds[1][0] >= fog->bounds[0][0]
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&& bounds[1][1] >= fog->bounds[0][1]
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&& bounds[1][2] >= fog->bounds[0][2]
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&& bounds[0][0] <= fog->bounds[1][0]
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&& bounds[0][1] <= fog->bounds[1][1]
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&& bounds[0][2] <= fog->bounds[1][2] ) {
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break;
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}
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}
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if ( fogIndex == tr.world->numfogs ) {
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fogIndex = 0;
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}
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}
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poly->fogIndex = fogIndex;
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}
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}
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//=================================================================================
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/*
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=====================
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RE_AddRefEntityToScene
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=====================
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*/
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void RE_AddRefEntityToScene( const refEntity_t *ent ) {
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if ( !tr.registered ) {
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return;
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}
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if ( r_numentities >= MAX_ENTITIES ) {
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return;
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}
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if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
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ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
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}
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backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
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backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
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if (ent->ghoul2)
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{
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CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)ent->ghoul2);
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#ifndef __linux__
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if (!ghoul2[0].mModel)
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{
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DebugBreak();
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}
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#endif
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}
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if (ent->reType == RT_ENT_CHAIN)
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{
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refEntParent = r_numentities;
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backEndData[tr.smpFrame]->entities[r_numentities].e.uRefEnt.uMini.miniStart = r_numminientities - r_firstSceneMiniEntity;
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backEndData[tr.smpFrame]->entities[r_numentities].e.uRefEnt.uMini.miniCount = 0;
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}
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else
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{
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refEntParent = -1;
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}
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r_numentities++;
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}
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/************************************************************************************************
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* RE_AddMiniRefEntityToScene *
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* Adds a mini ref ent to the scene. If the input parameter is null, it signifies the end *
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* of the chain. Otherwise, if there is a valid chain parent, it will be added to that. *
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* If there is no parent, it will be added as a regular ref ent. *
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* *
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* Input *
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* ent: the mini ref ent to be added *
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* *
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* Output / Return *
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* none *
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* *
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************************************************************************************************/
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void RE_AddMiniRefEntityToScene( const miniRefEntity_t *ent )
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{
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refEntity_t *parent;
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if ( !tr.registered )
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{
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return;
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}
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if (!ent)
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{
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refEntParent = -1;
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return;
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}
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if ( r_numminientities >= MAX_MINI_ENTITIES)
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{
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ri.Printf( PRINT_WARNING, S_COLOR_YELLOW "WARNING: Attempting to add too many miniRefEntity_t\n");
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return;
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}
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if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE )
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{
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ri.Error( ERR_DROP, "RE_AddMiniRefEntityToScene: bad reType %i", ent->reType );
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}
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if (!r_numentities || refEntParent == -1)
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{
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// ri.Error( ERR_DROP, "RE_AddMiniRefEntityToScene: mini without parent ref ent");
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refEntity_t tempEnt;
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memcpy(&tempEnt, ent, sizeof(*ent));
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memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent));
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RE_AddRefEntityToScene(&tempEnt);
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return;
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}
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parent = &backEndData[tr.smpFrame]->entities[refEntParent].e;
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parent->uRefEnt.uMini.miniCount++;
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backEndData[tr.smpFrame]->miniEntities[r_numminientities].e = *ent;
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r_numminientities++;
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}
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/*
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=====================
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RE_AddDynamicLightToScene
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=====================
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*/
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void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
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dlight_t *dl;
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if ( !tr.registered ) {
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return;
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}
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if ( r_numdlights >= MAX_DLIGHTS ) {
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return;
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}
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if ( intensity <= 0 ) {
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return;
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}
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dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
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VectorCopy (org, dl->origin);
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dl->radius = intensity;
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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dl->additive = additive;
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}
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/*
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=====================
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RE_AddLightToScene
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=====================
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*/
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void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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dlight_t *dl;
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if (r_newDLights->integer)
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{
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if ( !tr.registered ) {
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return;
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}
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if ( r_numdlights >= MAX_DLIGHTS ) {
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return;
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}
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//dl = &backEnd.refdef.dlights[r_numdlights++];
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dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
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dl->mType=DLIGHT_VERTICAL;
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VectorCopy (org, dl->origin);
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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if ( intensity <= 0 )
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{
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// projected from viewer
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VectorCopy (tr.viewParms.ori.axis[0], dl->mDirection);
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VectorCopy (tr.viewParms.ori.axis[1], dl->mBasis2);
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VectorCopy (tr.viewParms.ori.axis[2], dl->mBasis3);
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dl->mType=DLIGHT_PROJECTED;
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dl->radius = -intensity;
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}
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else
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{
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dl->radius = intensity;
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}
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// dl->additive = qtrue;
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}
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else
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{
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
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}
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}
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/*
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=====================
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RE_AddAdditiveLightToScene
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=====================
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*/
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void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
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}
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/*
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@@@@@@@@@@@@@@@@@@@@@
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RE_RenderScene
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Draw a 3D view into a part of the window, then return
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to 2D drawing.
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Rendering a scene may require multiple views to be rendered
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to handle mirrors,
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@@@@@@@@@@@@@@@@@@@@@
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*/
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void RE_RenderScene( const refdef_t *fd ) {
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viewParms_t parms;
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int startTime;
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static int lastTime = 0;
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if ( !tr.registered ) {
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return;
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}
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GLimp_LogComment( "====== RE_RenderScene =====\n" );
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if ( r_norefresh->integer ) {
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return;
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}
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startTime = ri.Milliseconds();
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if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
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ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
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}
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Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
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tr.refdef.x = fd->x;
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tr.refdef.y = fd->y;
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tr.refdef.width = fd->width;
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tr.refdef.height = fd->height;
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tr.refdef.fov_x = fd->fov_x;
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tr.refdef.fov_y = fd->fov_y;
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VectorCopy( fd->vieworg, tr.refdef.vieworg );
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VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
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VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
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VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
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tr.refdef.time = fd->time;
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tr.refdef.frametime = fd->time - lastTime;
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lastTime = fd->time;
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if (tr.refdef.frametime > 500)
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{
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tr.refdef.frametime = 500;
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}
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else if (tr.refdef.frametime < 0)
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{
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tr.refdef.frametime = 0;
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}
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tr.refdef.rdflags = fd->rdflags;
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// copy the areamask data over and note if it has changed, which
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// will force a reset of the visible leafs even if the view hasn't moved
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tr.refdef.areamaskModified = qfalse;
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if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
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int areaDiff;
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int i;
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// compare the area bits
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areaDiff = 0;
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for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
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areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
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((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
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}
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if ( areaDiff ) {
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// a door just opened or something
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tr.refdef.areamaskModified = qtrue;
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}
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}
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// derived info
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tr.refdef.floatTime = tr.refdef.time * 0.001f;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
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tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
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tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
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tr.refdef.miniEntities = &backEndData[tr.smpFrame]->miniEntities[r_firstSceneMiniEntity];
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tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
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tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
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tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
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tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
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// turn off dynamic lighting globally by clearing all the
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// dlights if it needs to be disabled or if vertex lighting is enabled
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if ( r_dynamiclight->integer == 0 ||
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r_vertexLight->integer == 1 ) {
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tr.refdef.num_dlights = 0;
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}
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// a single frame may have multiple scenes draw inside it --
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// a 3D game view, 3D status bar renderings, 3D menus, etc.
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// They need to be distinguished by the light flare code, because
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// the visibility state for a given surface may be different in
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// each scene / view.
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tr.frameSceneNum++;
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tr.sceneCount++;
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// setup view parms for the initial view
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//
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// set up viewport
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// The refdef takes 0-at-the-top y coordinates, so
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// convert to GL's 0-at-the-bottom space
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//
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Com_Memset( &parms, 0, sizeof( parms ) );
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parms.viewportX = tr.refdef.x;
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parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
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parms.viewportWidth = tr.refdef.width;
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parms.viewportHeight = tr.refdef.height;
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parms.isPortal = qfalse;
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parms.fovX = tr.refdef.fov_x;
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parms.fovY = tr.refdef.fov_y;
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VectorCopy( fd->vieworg, parms.ori.origin );
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VectorCopy( fd->viewaxis[0], parms.ori.axis[0] );
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VectorCopy( fd->viewaxis[1], parms.ori.axis[1] );
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VectorCopy( fd->viewaxis[2], parms.ori.axis[2] );
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VectorCopy( fd->vieworg, parms.pvsOrigin );
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R_RenderView( &parms );
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// the next scene rendered in this frame will tack on after this one
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r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
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r_firstSceneEntity = r_numentities;
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r_firstSceneMiniEntity = r_numminientities;
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r_firstSceneDlight = r_numdlights;
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r_firstScenePoly = r_numpolys;
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refEntParent = -1;
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tr.frontEndMsec += ri.Milliseconds() - startTime;
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}
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