mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 12:32:26 +00:00
415 lines
11 KiB
C++
415 lines
11 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 1999 - 2005, Id Software, Inc.
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2005 - 2015, ioquake3 contributors
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#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;
|
|
|
|
int skyboxportal;
|
|
int drawskyboxportal;
|
|
|
|
/*
|
|
====================
|
|
R_InitNextFrame
|
|
|
|
====================
|
|
*/
|
|
void R_InitNextFrame( void ) {
|
|
|
|
backEndData->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.rdflags &= ~(RDF_doLAGoggles|RDF_doFullbright); //probably not needed since it gets copied over in RE_RenderScene
|
|
tr.refdef.doLAGoggles = 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 = REFENTITYNUM_WORLD;
|
|
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_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
|
|
Com_DPrintf( S_COLOR_YELLOW"WARNING: RE_AddPolyToScene: NULL poly shader\n");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
if ( r_numpolyverts + numVerts >= MAX_POLYVERTS || r_numpolys >= MAX_POLYS ) {
|
|
/*
|
|
NOTE TTimo this was initially a PRINT_WARNING
|
|
but it happens a lot with high fighting scenes and particles
|
|
since we don't plan on changing the const and making for room for those effects
|
|
simply cut this message to developer only
|
|
*/
|
|
ri.Printf( PRINT_DEVELOPER, S_COLOR_YELLOW "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
|
|
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 >= MAX_REFENTITIES ) {
|
|
#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 ) {
|
|
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 ) {
|
|
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;
|
|
}
|
|
|
|
|
|
/*
|
|
@@@@@@@@@@@@@@@@@@@@@
|
|
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 ) ) {
|
|
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;
|
|
// Ignore my last there. This actually breaks the rest of the game as well, causing massive issues.
|
|
// We need to figure out what's going on in fd->rdflags first :S .. I'm half-tempted to just revert
|
|
// back to JK2 and use a qbool for it --eez
|
|
|
|
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];
|
|
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
|
|
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
|
|
|
|
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
|
|
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.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 );
|
|
|
|
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;
|
|
RE_RenderWorldEffects();
|
|
}
|