/
tr_scene.c
744 lines (612 loc) · 17.1 KB
/
tr_scene.c
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/*
* Wolfenstein: Enemy Territory GPL Source Code
* Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
*
* ET: Legacy
* Copyright (C) 2012 Jan Simek <mail@etlegacy.com>
*
* This file is part of ET: Legacy - http://www.etlegacy.com
*
* ET: Legacy 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 3 of the License, or
* (at your option) any later version.
*
* ET: Legacy 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 ET: Legacy. If not, see <http://www.gnu.org/licenses/>.
*
* In addition, Wolfenstein: Enemy Territory GPL Source Code is also
* subject to certain additional terms. You should have received a copy
* of these additional terms immediately following the terms and conditions
* of the GNU General Public License which accompanied the source code.
* If not, please request a copy in writing from id Software at the address below.
*
* id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* @file tr_scene.c
*/
#include "tr_local.h"
int r_firstSceneDrawSurf;
int r_numdlights;
int r_firstSceneDlight;
int r_numcoronas;
int r_firstSceneCorona;
int r_numentities;
int r_firstSceneEntity;
int r_numpolys;
int r_firstScenePoly;
int r_numpolyverts;
// Gordon: TESTING
int r_firstScenePolybuffer;
int r_numpolybuffers;
// ydnar: decals
int r_firstSceneDecalProjector;
int r_numDecalProjectors;
int r_firstSceneDecal;
int r_numDecals;
int skyboxportal;
/*
====================
R_ToggleSmpFrame
====================
*/
void R_ToggleSmpFrame(void)
{
#ifdef SMP
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;
}
#else
tr.smpFrame = 0;
#endif
backEndData[tr.smpFrame]->commands.used = 0;
r_firstSceneDrawSurf = 0;
r_numdlights = 0;
r_firstSceneDlight = 0;
r_numcoronas = 0;
r_firstSceneCorona = 0;
r_numentities = 0;
r_firstSceneEntity = 0;
r_numpolys = 0;
r_firstScenePoly = 0;
r_numpolyverts = 0;
// Gordon: TESTING
r_numpolybuffers = 0;
r_firstScenePolybuffer = 0;
// ydnar: decals
r_numDecalProjectors = 0;
r_firstSceneDecalProjector = 0;
r_numDecals = 0;
r_firstSceneDecal = 0;
}
/*
====================
RE_ClearScene
====================
*/
void RE_ClearScene(void)
{
int i;
// ydnar: clear model stuff for dynamic fog
if (tr.world != NULL)
{
for (i = 0; i < tr.world->numBModels; i++)
tr.world->bmodels[i].visible[tr.smpFrame] = qfalse;
}
// everything else
r_firstSceneDlight = r_numdlights;
r_firstSceneCorona = r_numcoronas;
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, 0, 0);
}
}
/*
=====================
RE_AddPolyToScene
=====================
*/
void RE_AddPolyToScene(qhandle_t hShader, int numVerts, const polyVert_t *verts)
{
srfPoly_t *poly;
int i;
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;
}
if (((r_numpolyverts + numVerts) > max_polyverts) || (r_numpolys >= max_polys))
{
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];
memcpy(poly->verts, verts, numVerts * sizeof(*verts));
// Ridah
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;
// see if it is in a fog volume
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;
}
// Ridah
/*
=====================
RE_AddPolysToScene
=====================
*/
void RE_AddPolysToScene(qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys)
{
srfPoly_t *poly;
int i;
int fogIndex;
fog_t *fog;
vec3_t bounds[2];
int j;
if (!tr.registered)
{
return;
}
if (!hShader)
{
ri.Printf(PRINT_WARNING, "WARNING: RE_AddPolysToScene: NULL poly shader\n");
return;
}
for (j = 0; j < numPolys; j++)
{
if (r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys)
{
// ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolysToScene: MAX_POLYS or 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];
memcpy(poly->verts, &verts[numVerts * j], numVerts * sizeof(*verts));
// Ridah
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;
}
}
// done.
/*
=====================
R_AddPolygonSurfaces
Adds all the scene's polys into this view's drawsurf list
=====================
*/
void R_AddPolygonBufferSurfaces(void)
{
int i;
shader_t *sh;
srfPolyBuffer_t *polybuffer;
tr.currentEntityNum = ENTITYNUM_WORLD;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
for (i = 0, polybuffer = tr.refdef.polybuffers; i < tr.refdef.numPolyBuffers ; i++, polybuffer++)
{
sh = R_GetShaderByHandle(polybuffer->pPolyBuffer->shader);
R_AddDrawSurf(( void * )polybuffer, sh, polybuffer->fogIndex, 0, 0);
}
}
/*
=====================
RE_AddPolyBufferToScene
=====================
*/
void RE_AddPolyBufferToScene(polyBuffer_t *pPolyBuffer)
{
srfPolyBuffer_t *pPolySurf;
int fogIndex;
fog_t *fog;
vec3_t bounds[2];
int i;
if (r_numpolybuffers >= MAX_POLYS)
{
return;
}
pPolySurf = &backEndData[tr.smpFrame]->polybuffers[r_numpolybuffers];
r_numpolybuffers++;
pPolySurf->surfaceType = SF_POLYBUFFER;
pPolySurf->pPolyBuffer = pPolyBuffer;
VectorCopy(pPolyBuffer->xyz[0], bounds[0]);
VectorCopy(pPolyBuffer->xyz[0], bounds[1]);
for (i = 1 ; i < pPolyBuffer->numVerts ; i++)
{
AddPointToBounds(pPolyBuffer->xyz[i], 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;
}
pPolySurf->fogIndex = fogIndex;
}
//=================================================================================
/*
=====================
RE_AddRefEntityToScene
=====================
*/
void RE_AddRefEntityToScene(const refEntity_t *ent)
{
if (!tr.registered)
{
return;
}
// show_bug.cgi?id=402
if (r_numentities >= ENTITYNUM_WORLD)
{
return;
}
if ((int)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++;
// ydnar: add projected shadows for this model
// Arnout: casting const away
R_AddModelShadow((refEntity_t *) ent);
}
/*
RE_AddLightToScene()
ydnar: modified dlight system to support seperate radius and intensity
*/
void RE_AddLightToScene(const vec3_t org, float radius, float intensity, float r, float g, float b, qhandle_t hShader, int flags)
{
dlight_t *dl;
// early out
if (!tr.registered || r_numdlights >= MAX_DLIGHTS || radius <= 0 || intensity <= 0)
{
return;
}
// these cards don't have the correct blend mode
if (glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2)
{
return;
}
// RF, allow us to force some dlights under all circumstances
if (!(flags & REF_FORCE_DLIGHT))
{
if (r_dynamiclight->integer == 0)
{
return;
}
}
// set up a new dlight
dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
VectorCopy(org, dl->origin);
VectorCopy(org, dl->transformed);
dl->radius = radius;
dl->radiusInverseCubed = (1.0 / dl->radius);
dl->radiusInverseCubed = dl->radiusInverseCubed * dl->radiusInverseCubed * dl->radiusInverseCubed;
dl->intensity = intensity;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
dl->shader = R_GetShaderByHandle(hShader);
if (dl->shader == tr.defaultShader)
{
dl->shader = NULL;
}
dl->flags = flags;
}
/*
==============
RE_AddCoronaToScene
==============
*/
void RE_AddCoronaToScene(const vec3_t org, float r, float g, float b, float scale, int id, qboolean visible)
{
corona_t *cor;
if (!tr.registered)
{
return;
}
if (r_numcoronas >= MAX_CORONAS)
{
return;
}
cor = &backEndData[tr.smpFrame]->coronas[r_numcoronas++];
VectorCopy(org, cor->origin);
cor->color[0] = r;
cor->color[1] = g;
cor->color[2] = b;
cor->scale = scale;
cor->id = id;
cor->visible = visible;
}
/*
@@@@@@@@@@@@@@@@@@@@@
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");
}
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;
if (fd->rdflags & RDF_SKYBOXPORTAL)
{
skyboxportal = 1;
}
// 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.dlightBits = 0;
tr.refdef.num_coronas = r_numcoronas - r_firstSceneCorona;
tr.refdef.coronas = &backEndData[tr.smpFrame]->coronas[r_firstSceneCorona];
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
tr.refdef.numPolyBuffers = r_numpolybuffers - r_firstScenePolybuffer;
tr.refdef.polybuffers = &backEndData[tr.smpFrame]->polybuffers[r_firstScenePolybuffer];
tr.refdef.numDecalProjectors = r_numDecalProjectors - r_firstSceneDecalProjector;
tr.refdef.decalProjectors = &backEndData[tr.smpFrame]->decalProjectors[r_firstSceneDecalProjector];
tr.refdef.numDecals = r_numDecals - r_firstSceneDecal;
tr.refdef.decals = &backEndData[tr.smpFrame]->decals[r_firstSceneDecal];
// turn off dynamic lighting globally by clearing all the
// dlights if using permedia hw
if (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
//
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.orientation.origin);
VectorCopy(fd->viewaxis[0], parms.orientation.axis[0]);
VectorCopy(fd->viewaxis[1], parms.orientation.axis[1]);
VectorCopy(fd->viewaxis[2], parms.orientation.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;
r_firstScenePolybuffer = r_numpolybuffers;
tr.frontEndMsec += ri.Milliseconds() - startTime;
}
// Temp storage for saving view paramters. Drawing the animated head in the corner
// was creaming important view info.
viewParms_t g_oldViewParms;
/*
================
RE_SaveViewParms
Save out the old render info to a temp place so we don't kill the LOD system
when we do a second render.
================
*/
void RE_SaveViewParms()
{
// save old viewParms so we can return to it after the mirror view
g_oldViewParms = tr.viewParms;
}
/*
================
RE_RestoreViewParms
Restore the old render info so we don't kill the LOD system
when we do a second render.
================
*/
void RE_RestoreViewParms()
{
// This was killing the LOD computation
tr.viewParms = g_oldViewParms;
}