summaryrefslogtreecommitdiff
path: root/src/renderer/tr_scene.c
blob: 232cb6845547483a39eac05c4c412a3e739febd1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development

This file is part of Tremulous.

Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#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;
}

/*
===========================================================================

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( ( void * )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 ) {
      /*
      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, "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 ) );

		if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
			poly->verts->modulate[0] = 255;
			poly->verts->modulate[1] = 255;
			poly->verts->modulate[2] = 255;
			poly->verts->modulate[3] = 255;
		}
		// 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 ( Q_isnan(ent->origin[0]) || Q_isnan(ent->origin[1]) || Q_isnan(ent->origin[2]) ) {
		static qboolean firstTime = qtrue;
		if (firstTime) {
			firstTime = qfalse;
			Com_DPrintf(S_COLOR_YELLOW "WARNING: RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
		}
		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_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;
	}
	// these cards don't have the correct blend mode
	if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		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 ) {
	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;

	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.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.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 ||
		 glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		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;
	
	parms.stereoFrame = tr.refdef.stereoFrame;

	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 );

	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;
}