/* =========================================================================== 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "tr_local.h" #include "tr_vis.h" #include "tiki.h" int r_firstSceneDrawSurf; int r_firstSceneSpriteSurf; int r_numdlights; int r_firstSceneDlight; int r_numentities; int r_firstSceneEntity; int r_numsprites; int r_firstSceneSprite; int r_numtermarks; int r_firstSceneTerMark; int r_numpolys; int r_firstScenePoly; int r_numpolyverts; /* ==================== R_ToggleSmpFrame ==================== */ void R_InitNextFrame( void ) { backEndData->commands.used = 0; r_firstSceneDrawSurf = 0; r_firstSceneSpriteSurf = 0; r_numdlights = 0; r_firstSceneDlight = 0; r_numentities = 0; r_firstSceneEntity = 0; r_numsprites = 0; r_firstSceneSprite = 0; r_numtermarks = 0; r_firstSceneTerMark = 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_firstSceneSprite = r_numsprites; r_firstSceneTerMark = r_numtermarks; 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, qfalse ); } } /* ===================== RE_AddPolyToScene ===================== */ qboolean RE_AddPolyToScene(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); } } /* ===================== 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; } /* ===================== RE_AddRefEntityToScene ===================== */ void RE_AddRefEntityToScene( const refEntity_t *ent, int parentEntityNumber) { 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->entities[r_numentities].e = *ent; backEndData->entities[r_numentities].bLightGridCalculated = qfalse; backEndData->entities[r_numentities].sphereCalculated = qfalse; if (parentEntityNumber != ENTITYNUM_NONE) { int i; // // Find the parent entity to attach to // for (i = r_firstSceneEntity; i < r_numentities; i++) { if (backEndData->entities[i].e.entityNumber == parentEntityNumber) { backEndData->entities[r_numentities].e.parentEntity = i - r_firstSceneEntity; break; } } if (i == r_numentities) { backEndData->entities[i].e.parentEntity = ENTITYNUM_NONE; } } else { backEndData->entities[r_numentities].e.parentEntity = ENTITYNUM_NONE; } r_numentities++; } 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_AddDynamicLightToScene ===================== */ void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int type ) { dlight_t *dl; if ( !tr.registered ) { return; } if ( r_numdlights >= MAX_DLIGHTS ) { return; } if ( intensity <= 0 ) { 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->type = type; } /* ===================== RE_AddLightToScene ===================== */ void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int type ) { RE_AddDynamicLightToScene( org, intensity, r, g, b, type ); } /* ===================== R_AddLightGridSurfacesToScene Draw small dots to make a grid. A dot matches the calculated color of the light at its location ===================== */ void R_AddLightGridSurfacesToScene() { vec3_t vMin, vMax; vec3_t vPos; vec3_t vLight; int i; qhandle_t hShader; polyVert_t verts[4]; if (!tr.world) { return; } if (!tr.world->lightGridData) { return; } if (!tr.world->lightGridOffsets) { return; } hShader = RE_RegisterShader("showgrid"); R_GetShaderByHandle(hShader); for (i = 0; i < 3; i++) { vMin[i] = tr.world->lightGridMins[i] + floor((tr.refdef.vieworg[i] - 256.0 - tr.world->lightGridMins[i]) * tr.world->lightGridOOSize[i]) * tr.world->lightGridSize[i]; vMax[i] = tr.world->lightGridMins[i] + floor((tr.refdef.vieworg[i] + 256.0 - tr.world->lightGridMins[i]) * tr.world->lightGridOOSize[i]) * tr.world->lightGridSize[i]; } for (vPos[2] = vMin[2]; vPos[2] < vMax[2]; vPos[2] += tr.world->lightGridSize[2]) { for (vPos[1] = vMin[1]; vPos[1] < vMax[1]; vPos[1] += tr.world->lightGridSize[1]) { for (vPos[0] = vMin[0]; vPos[0] < vMax[0]; vPos[0] += tr.world->lightGridSize[0]) { R_GetLightingGridValueFast(vPos, vLight); verts[0].xyz[0] = vPos[0] - 2.0; verts[0].xyz[1] = vPos[1] - 2.0; verts[0].xyz[2] = vPos[2]; verts[0].st[0] = 0.0; verts[0].st[1] = 0.0; verts[0].modulate[0] = vLight[0]; verts[0].modulate[1] = vLight[1]; verts[0].modulate[2] = vLight[2]; verts[0].modulate[3] = 0xff; verts[1].xyz[0] = vPos[0] + 2.0; verts[1].xyz[1] = vPos[1] - 2.0; verts[1].xyz[2] = vPos[2]; verts[1].st[0] = 0.0; verts[1].st[1] = 1.0; verts[1].modulate[0] = vLight[0]; verts[1].modulate[1] = vLight[1]; verts[1].modulate[2] = vLight[2]; verts[1].modulate[3] = 0xff; verts[2].xyz[0] = vPos[0] + 2.0; verts[2].xyz[1] = vPos[1] + 2.0; verts[2].xyz[2] = vPos[2]; verts[2].st[0] = 1.0; verts[2].st[1] = 1.0; verts[2].modulate[0] = vLight[0]; verts[2].modulate[1] = vLight[1]; verts[2].modulate[2] = vLight[2]; verts[2].modulate[3] = 0xff; verts[3].xyz[0] = vPos[0] - 2.0; verts[3].xyz[1] = vPos[1] + 2.0; verts[3].xyz[2] = vPos[2]; verts[3].st[0] = 1.0; verts[3].st[1] = 0.0; verts[3].modulate[0] = vLight[0]; verts[3].modulate[1] = vLight[1]; verts[3].modulate[2] = vLight[2]; verts[3].modulate[3] = 0xff; RE_AddPolyToScene(hShader, 4, verts, 0); } } } } /* ===================== 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"); } if (r_light_showgrid->integer) { R_AddLightGridSurfacesToScene(); } R_VisDebug(); TIKI_Reset_Caches(); backEnd.in2D = qfalse; 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; } } // 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]); // derived info tr.refdef.floatTime = tr.refdef.time * 0.001f; tr.refdef.numDrawSurfs = r_firstSceneDrawSurf; tr.refdef.drawSurfs = backEndData->drawSurfs; tr.refdef.numSpriteSurfs = r_firstSceneSpriteSurf; tr.refdef.spriteSurfs = backEndData->spriteSurfs; tr.refdef.num_entities = r_numentities - r_firstSceneEntity; tr.refdef.entities = &backEndData->entities[r_firstSceneEntity]; tr.refdef.num_sprites = r_numsprites - r_firstSceneSprite; tr.refdef.sprites = &backEndData->sprites[r_firstSceneSprite]; tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight; tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight]; tr.refdef.numTerMarks = r_numtermarks - r_firstSceneTerMark; tr.refdef.terMarks = &backEndData->terMarks[r_firstSceneTerMark]; tr.refdef.numPolys = r_numpolys - r_firstScenePoly; tr.refdef.polys = &backEndData->polys[r_firstScenePoly]; backEndData->staticModelData = tr.refdef.staticModelData; // turn off dynamic lighting globally by clearing all the // dlights if it needs to be disabled or if vertex lighting is enabled if (r_vertexLight->integer == 1 ) { 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 // tr.skyRendered = qfalse; tr.portalRendered = qfalse; 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.ori.origin ); VectorCopy( fd->viewaxis[0], parms.ori.axis[0] ); VectorCopy( fd->viewaxis[1], parms.ori.axis[1] ); VectorCopy( fd->viewaxis[2], parms.ori.axis[2] ); VectorCopy( fd->vieworg, parms.pvsOrigin ); // 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; } R_ClearRealDlights(); R_RenderView( &parms ); // the next scene rendered in this frame will tack on after this one r_firstSceneDrawSurf = tr.refdef.numDrawSurfs; r_firstSceneSpriteSurf = tr.refdef.numSpriteSurfs; r_firstSceneEntity = r_numentities; r_firstSceneSprite = r_numsprites; r_firstSceneDlight = r_numdlights; r_firstSceneTerMark = r_numtermarks; r_firstScenePoly = r_numpolys; tr.frontEndMsec += ri.Milliseconds() - startTime; }