/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code 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. Wolf ET Source Code 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 Wolf ET Source Code. If not, see . In addition, the Wolf: ET 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 Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #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 ) { 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_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 ( 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; }