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From /dev/humancontroller:
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
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5 changed files with 16 additions and 15 deletions
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@ -835,8 +835,8 @@ the bits are allocated as follows:
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17-30 : sorted shader index
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*/
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#define QSORT_FOGNUM_SHIFT 2
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#define QSORT_ENTITYNUM_SHIFT 7
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#define QSORT_SHADERNUM_SHIFT (QSORT_ENTITYNUM_SHIFT+ENTITYNUM_BITS)
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#define QSORT_REFENTITYNUM_SHIFT 7
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#define QSORT_SHADERNUM_SHIFT (QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
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#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
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#error "Need to update sorting, too many bits."
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#endif
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@ -953,7 +953,7 @@ typedef struct {
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trRefEntity_t *currentEntity;
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trRefEntity_t worldEntity; // point currentEntity at this when rendering world
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int currentEntityNum;
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int shiftedEntityNum; // currentEntityNum << QSORT_ENTITYNUM_SHIFT
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int shiftedEntityNum; // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
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model_t *currentModel;
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viewParms_t viewParms;
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@ -1704,7 +1704,7 @@ typedef enum {
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typedef struct {
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drawSurf_t drawSurfs[MAX_DRAWSURFS];
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dlight_t dlights[MAX_DLIGHTS];
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trRefEntity_t entities[MAX_ENTITIES];
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trRefEntity_t entities[MAX_REFENTITIES];
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srfPoly_t *polys;//[MAX_POLYS];
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polyVert_t *polyVerts;//[MAX_POLYVERTS];
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renderCommandList_t commands;
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@ -1127,7 +1127,7 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
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int *fogNum, int *dlightMap ) {
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*fogNum = ( sort >> QSORT_FOGNUM_SHIFT ) & 31;
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*shader = tr.sortedShaders[ ( sort >> QSORT_SHADERNUM_SHIFT ) & (MAX_SHADERS-1) ];
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*entityNum = ( sort >> QSORT_ENTITYNUM_SHIFT ) & MAX_ENTITIES;
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*entityNum = ( sort >> QSORT_REFENTITYNUM_SHIFT ) & REFENTITYNUM_MASK;
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*dlightMap = sort & 3;
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}
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@ -1208,7 +1208,7 @@ void R_AddEntitySurfaces (void) {
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ent->needDlights = qfalse;
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// preshift the value we are going to OR into the drawsurf sort
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
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//
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// the weapon model must be handled special --
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@ -101,7 +101,7 @@ void R_AddPolygonSurfaces( void ) {
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srfPoly_t *poly;
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tr.currentEntityNum = REFENTITYNUM_WORLD;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_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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@ -208,8 +208,8 @@ 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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ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_ENTITIES\n");
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if ( r_numentities >= MAX_REFENTITIES ) {
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ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n");
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return;
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}
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if ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
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@ -26,11 +26,12 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
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#define ENTITYNUM_BITS 10 // can't be increased without changing drawsurf bit packing
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// the last N-bit number (2^ENTITYNUM_BITS - 1) is reserved for the special world refentity,
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// and this is reflected by the value of MAX_ENTITIES (which therefore is not a power-of-2)
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#define MAX_ENTITIES ((1<<ENTITYNUM_BITS) - 1)
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#define REFENTITYNUM_WORLD ((1<<ENTITYNUM_BITS) - 1)
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#define REFENTITYNUM_BITS 10 // can't be increased without changing drawsurf bit packing
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#define REFENTITYNUM_MASK ((1<<REFENTITYNUM_BITS) - 1)
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// the last N-bit number (2^REFENTITYNUM_BITS - 1) is reserved for the special world refentity,
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// and this is reflected by the value of MAX_REFENTITIES (which therefore is not a power-of-2)
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#define MAX_REFENTITIES ((1<<REFENTITYNUM_BITS) - 1)
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#define REFENTITYNUM_WORLD ((1<<REFENTITYNUM_BITS) - 1)
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// renderfx flags
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#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items)
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@ -652,7 +652,7 @@ void R_AddWorldSurfaces (void) {
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}
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tr.currentEntityNum = REFENTITYNUM_WORLD;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
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tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
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// determine which leaves are in the PVS / areamask
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R_MarkLeaves ();
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