openmohaa/code/renderergl2/tr_scene.c

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; 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;
//
// OPENMOHAA-specific stuff
//=========================
int r_firstSceneSpriteSurf;
int r_numsprites;
int r_firstSceneSprite;
int r_numtermarks;
int r_firstSceneTerMark;
//=========================
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/*
====================
R_InitNextFrame
====================
*/
void R_InitNextFrame( void ) {
backEndData->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;
//
// OPENMOHAA-specific stuff
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//
r_firstSceneSpriteSurf = 0;
r_numsprites = 0;
r_firstSceneSprite = 0;
r_numtermarks = 0;
r_firstSceneTerMark = 0;
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}
/*
====================
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;
int fogMask;
tr.currentEntityNum = REFENTITYNUM_WORLD;
tr.shiftedEntityNum = tr.currentEntityNum << QSORT_REFENTITYNUM_SHIFT;
fogMask = -((tr.refdef.rdflags & RDF_NOFOG) == 0);
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 & fogMask, qfalse, qfalse, 0 /*cubeMap*/ );
}
}
/*
=====================
RE_AddPolyToScene
=====================
*/
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void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
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srfPoly_t *poly;
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int i, j;
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int fogIndex;
fog_t *fog;
vec3_t bounds[2];
if ( !tr.registered ) {
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return;
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}
if ( !hShader ) {
// This isn't a useful warning, and an hShader of zero isn't a null shader, it's
// the default shader.
//ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
//return;
}
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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;
}
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poly = &backEndData->polys[r_numpolys];
poly->surfaceType = SF_POLY;
poly->hShader = hShader;
poly->numVerts = numVerts;
poly->verts = &backEndData->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;
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}
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// done.
r_numpolys++;
r_numpolyverts += numVerts;
// if no world is loaded
if ( tr.world == NULL ) {
fogIndex = 0;
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}
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// see if it is in a fog volume
else if ( tr.world->numfogs == 1 ) {
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fogIndex = 0;
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} 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;
}
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}
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poly->fogIndex = fogIndex;
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}
}
//=================================================================================
/*
=====================
RE_AddRefEntityToScene
=====================
*/
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void RE_AddRefEntityToScene( const refEntity_t *ent ) {
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vec3_t cross;
if ( !tr.registered ) {
return;
}
if ( r_numentities >= MAX_REFENTITIES ) {
ri.Printf(PRINT_DEVELOPER, "RE_AddRefEntityToScene: Dropping refEntity, reached MAX_REFENTITIES\n");
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;
ri.Printf( PRINT_WARNING, "RE_AddRefEntityToScene passed a refEntity which has an origin with a NaN component\n");
}
return;
}
if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
}
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backEndData->entities[r_numentities].e = *ent;
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backEndData->entities[r_numentities].lightingCalculated = qfalse;
CrossProduct(ent->axis[0], ent->axis[1], cross);
backEndData->entities[r_numentities].mirrored = (DotProduct(ent->axis[2], cross) < 0.f);
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->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
=====================
*/
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void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
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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 );
}
void RE_BeginScene(const refdef_t *fd)
{
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Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
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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;
}
}
tr.refdef.sunDir[3] = 0.0f;
tr.refdef.sunCol[3] = 1.0f;
tr.refdef.sunAmbCol[3] = 1.0f;
VectorCopy(tr.sunDirection, tr.refdef.sunDir);
if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
VectorSet(tr.refdef.sunCol, 0, 0, 0);
VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
}
else
{
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float scale = (1 << r_mapOverBrightBits->integer) / 255.0f;
if (r_forceSun->integer)
VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
else
VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
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if (r_sunlightMode->integer == 1)
{
tr.refdef.sunAmbCol[0] =
tr.refdef.sunAmbCol[1] =
tr.refdef.sunAmbCol[2] = r_forceSun->integer ? r_forceSunAmbientScale->value : tr.sunShadowScale;
}
else
{
if (r_forceSun->integer)
VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
else
VectorScale(tr.sunLight, scale * tr.sunShadowScale, tr.refdef.sunAmbCol);
}
}
if (r_forceAutoExposure->integer)
{
tr.refdef.autoExposureMinMax[0] = r_forceAutoExposureMin->value;
tr.refdef.autoExposureMinMax[1] = r_forceAutoExposureMax->value;
}
else
{
tr.refdef.autoExposureMinMax[0] = tr.autoExposureMinMax[0];
tr.refdef.autoExposureMinMax[1] = tr.autoExposureMinMax[1];
}
if (r_forceToneMap->integer)
{
tr.refdef.toneMinAvgMaxLinear[0] = pow(2, r_forceToneMapMin->value);
tr.refdef.toneMinAvgMaxLinear[1] = pow(2, r_forceToneMapAvg->value);
tr.refdef.toneMinAvgMaxLinear[2] = pow(2, r_forceToneMapMax->value);
}
else
{
tr.refdef.toneMinAvgMaxLinear[0] = pow(2, tr.toneMinAvgMaxLevel[0]);
tr.refdef.toneMinAvgMaxLinear[1] = pow(2, tr.toneMinAvgMaxLevel[1]);
tr.refdef.toneMinAvgMaxLinear[2] = pow(2, tr.toneMinAvgMaxLevel[2]);
}
// Makro - copy exta info if present
if (fd->rdflags & RDF_EXTRA) {
const refdefex_t* extra = (const refdefex_t*) (fd+1);
tr.refdef.blurFactor = extra->blurFactor;
if (fd->rdflags & RDF_SUNLIGHT)
{
VectorCopy(extra->sunDir, tr.refdef.sunDir);
VectorCopy(extra->sunCol, tr.refdef.sunCol);
VectorCopy(extra->sunAmbCol, tr.refdef.sunAmbCol);
}
}
else
{
tr.refdef.blurFactor = 0.0f;
}
// derived info
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tr.refdef.floatTime = tr.refdef.time * 0.001;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;
tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
tr.refdef.num_pshadows = 0;
tr.refdef.pshadows = &backEndData->pshadows[0];
// 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++;
//
// OPENMOHAA-specific stuff
//=========================
TIKI_Reset_Caches();
// copy the sky data
tr.refdef.sky_alpha = fd->sky_alpha;
tr.refdef.sky_portal = fd->sky_portal;
VectorCopy(fd->sky_origin, tr.refdef.sky_origin);
VectorCopy(fd->sky_axis[0], tr.refdef.sky_axis[0]);
VectorCopy(fd->sky_axis[1], tr.refdef.sky_axis[1]);
VectorCopy(fd->sky_axis[2], tr.refdef.sky_axis[2]);
tr.refdef.numSpriteSurfs = r_firstSceneSpriteSurf;
tr.refdef.spriteSurfs = backEndData->spriteSurfs;
tr.refdef.num_sprites = r_numsprites - r_firstSceneSprite;
tr.refdef.sprites = &backEndData->sprites[r_firstSceneSprite];
tr.refdef.numTerMarks = r_numtermarks - r_firstSceneTerMark;
tr.refdef.terMarks = &backEndData->terMarks[r_firstSceneTerMark];
backEndData->staticModelData = tr.refdef.staticModelData;
tr.skyRendered = qfalse;
tr.portalRendered = qfalse;
//=========================
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}
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void RE_EndScene(void)
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{
// 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;
//
// OPENMOHAA-specific stuff
//
r_firstSceneSpriteSurf = tr.refdef.numSpriteSurfs;
r_firstSceneSprite = r_numsprites;
r_firstSceneTerMark = r_numtermarks;
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}
/*
@@@@@@@@@@@@@@@@@@@@@
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");
}
RE_BeginScene(fd);
// SmileTheory: playing with shadow mapping
if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
{
R_RenderDlightCubemaps(fd);
}
/* playing with more shadows */
if(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ) && r_shadows->integer == 4)
{
R_RenderPshadowMaps(fd);
}
// playing with even more shadows
if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
{
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if (r_shadowCascadeZFar->integer != 0)
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{
R_RenderSunShadowMaps(fd, 0);
R_RenderSunShadowMaps(fd, 1);
R_RenderSunShadowMaps(fd, 2);
}
else
{
Mat4Zero(tr.refdef.sunShadowMvp[0]);
Mat4Zero(tr.refdef.sunShadowMvp[1]);
Mat4Zero(tr.refdef.sunShadowMvp[2]);
}
// only rerender last cascade if sun has changed position
if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
{
VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
R_RenderSunShadowMaps(fd, 3);
Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
}
else
{
Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
}
}
// playing with cube maps
// this is where dynamic cubemaps would be rendered
if (0) //(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ))
{
int i, j;
for (i = 0; i < tr.numCubemaps; i++)
{
for (j = 0; j < 6; j++)
{
R_RenderCubemapSide(i, j, qtrue);
}
}
}
// 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 );
if(!( fd->rdflags & RDF_NOWORLDMODEL ) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
{
parms.flags = VPF_USESUNLIGHT;
}
//
// OPENMOHAA-specific stuff
//=========================
// copy the farplane data
parms.farplane_distance = fd->farplane_distance;
parms.farplane_bias = fd->farplane_bias;
parms.farplane_color[0] = fd->farplane_color[0];
parms.farplane_color[1] = fd->farplane_color[1];
parms.farplane_color[2] = fd->farplane_color[2];
parms.farplane_cull = fd->farplane_cull;
parms.renderTerrain = fd->renderTerrain;
tr.refdef.skybox_farplane = fd->skybox_farplane;
tr.refdef.render_terrain = parms.renderTerrain;
if (fd->farclipOverride >= 15900 || fd->farclipOverride <= -0.99) {
tr.farclip = 0;
} else {
tr.farclip = r_farclip->integer;
if (!tr.farclip && (r_picmip->integer > 1 || r_colorbits->integer == 16)) {
tr.farclip = 2800;
}
}
if (tr.farclip) {
if (fd->farclipOverride != 0) {
parms.farplane_distance = fd->farclipOverride;
} else {
parms.farplane_distance = tr.farclip;
}
if (fd->farplane_color[0] >= 0 && fd->farplane_color[1] >= 0 && fd->farplane_color[2] >= 0) {
parms.farplane_color[0] = fd->farplane_color[0];
parms.farplane_color[1] = fd->farplane_color[1];
parms.farplane_color[2] = fd->farplane_color[2];
}
if (fd->farplaneColorOverride[0] >= 0 && fd->farplaneColorOverride[1] >= 0 && fd->farplaneColorOverride[2] >= 0) {
parms.farplane_color[0] = fd->farplaneColorOverride[0];
parms.farplane_color[1] = fd->farplaneColorOverride[1];
parms.farplane_color[2] = fd->farplaneColorOverride[2];
}
parms.farplane_cull = qtrue;
if (fd->farplane_distance > 0 && fd->farplane_distance < parms.farplane_distance) {
parms.farplane_distance = fd->farplane_distance;
} else {
if (fd->farplane_bias == 0) {
parms.farplane_bias = parms.farplane_distance * 0.18f;
} else if (fd->farplane_distance <= 500.f) {
parms.farplane_bias = parms.farplane_distance * 0.18f;
} else {
parms.farplane_bias = parms.farplane_distance / fd->farplane_distance;
}
}
} else if (parms.farplane_bias == 0) {
parms.farplane_bias = parms.farplane_distance * 0.18f;
}
//=========================
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R_RenderView( &parms );
if(!( fd->rdflags & RDF_NOWORLDMODEL ))
R_AddPostProcessCmd();
RE_EndScene();
tr.frontEndMsec += ri.Milliseconds() - startTime;
}
//
// OPENMOHAA-specific stuff
//
void RE_AddRefSpriteToScene(const refEntity_t* ent) {
refSprite_t* spr;
int i;
if (!tr.registered) {
return;
}
if (r_numsprites >= MAX_SPRITES) {
return;
}
spr = &backEndData->sprites[r_numsprites];
VectorCopy(ent->origin, spr->origin);
spr->surftype = SF_SPRITE;
spr->hModel = ent->hModel;
spr->scale = ent->scale;
spr->renderfx = ent->renderfx;
spr->shaderTime = ent->shaderTime;
AxisCopy(ent->axis, spr->axis);
for (i = 0; i < 4; ++i) {
spr->shaderRGBA[i] = ent->shaderRGBA[i];
}
++r_numsprites;
}
/*
=====================
RE_AddPolyToScene
=====================
*/
qboolean RE_AddPolyToScene2(qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx) {
srfPoly_t *poly;
if ( !tr.registered ) {
return qfalse;
}
if (numVerts + r_numpolyverts > max_polyverts || r_numpolys >= max_polys) {
ri.Printf(PRINT_WARNING, "Exceeded MAX POLYS\n");
return qfalse;
}
poly = &backEndData->polys[r_numpolys];
poly->surfaceType = SF_POLY;
poly->hShader = hShader;
poly->numVerts = numVerts;
poly->verts = &backEndData->polyVerts[r_numpolyverts];
poly->renderfx = renderfx;
Com_Memcpy(poly->verts, verts, sizeof(polyVert_t) * numVerts);
++r_numpolys;
r_numpolyverts += numVerts;
return qtrue;
}
/*
=====================
R_AddTerrainMarkSurfaces
=====================
*/
void R_AddTerrainMarkSurfaces(void) {
srfMarkFragment_t* terMark;
int j;
shader_t* shader;
for (j = 0; j < tr.refdef.numTerMarks; j++)
{
terMark = &tr.refdef.terMarks[j];
shader = R_GetShaderByHandle(terMark->surfaceType);
terMark->surfaceType = SF_MARK_FRAG;
R_AddDrawSurf(&terMark->surfaceType, shader, 0, 0, 0, 0);
}
}
/*
=====================
RE_AddTerrainMarkToScene
=====================
*/
void RE_AddTerrainMarkToScene(int iTerrainIndex, qhandle_t hShader, int numVerts, const polyVert_t* verts, int renderfx) {
srfMarkFragment_t* terMark;
if (!tr.registered) {
return;
}
if (numVerts + r_numpolyverts > max_polyverts || r_numtermarks >= max_termarks) {
ri.Printf(PRINT_WARNING, "Exceeded MAX TERRAIN MARKS\n");
return;
}
terMark = &backEndData->terMarks[r_numtermarks];
terMark->surfaceType = hShader;
terMark->iIndex = iTerrainIndex;
terMark->numVerts = numVerts;
terMark->verts = &backEndData->polyVerts[r_numpolyverts];
memcpy(terMark->verts, verts, sizeof(polyVert_t) * numVerts);
r_numtermarks++;
r_numpolyverts += numVerts;
}
//=================================================================================
/*
=====================
RE_GetRenderEntity
=====================
*/
refEntity_t* RE_GetRenderEntity(int entityNumber) {
int i;
for (i = 0; i < r_numentities; i++) {
if (backEndData->entities[i].e.entityNumber == entityNumber) {
return &backEndData->entities[i].e;
}
}
return NULL;
}