diff options
Diffstat (limited to 'src/renderer/tr_scene.c')
-rw-r--r-- | src/renderer/tr_scene.c | 410 |
1 files changed, 410 insertions, 0 deletions
diff --git a/src/renderer/tr_scene.c b/src/renderer/tr_scene.c new file mode 100644 index 0000000..a45d8f8 --- /dev/null +++ b/src/renderer/tr_scene.c @@ -0,0 +1,410 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +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; + } + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402 + if ( r_numentities >= ENTITYNUM_WORLD ) { + 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; + + 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; +} |