ref: 4f671e3574df2fba337e601646d31e206f733abc
dir: /r_main.c/
#include "quakedef.h" void *colormap; static vec3_t viewlightvec; static alight_t r_viewlighting = {{128,128,128}, {192,192,192}, viewlightvec}; int r_numallocatededges; int r_numallocatedbasespans; void *r_basespans; bool r_recursiveaffinetriangles = true; float r_aliasuvscale = 1.0; int r_outofsurfaces; int r_outofedges; int r_outofspans; bool r_dowarp, r_dowarpold, r_viewchanged; mvertex_t *r_pcurrentvertbase; int c_surf; int r_maxsurfsseen, r_maxedgesseen, r_cnumsurfs; bool r_surfsonstack; int r_clipflags; pixel_t *r_warpbuffer; // // view origin // vec3_t vup, base_vup; vec3_t vpn, base_vpn; vec3_t vright, base_vright; vec3_t r_origin; // // screen size info // refdef_t r_refdef; float xcenter, ycenter; float xscale, yscale; float xscaleinv, yscaleinv; float xscaleshrink, yscaleshrink; float aliasxscale, aliasyscale, aliasxcenter, aliasycenter; int screenwidth; float pixelAspect; float screenAspect; float xOrigin, yOrigin; static float verticalFieldOfView; mplane_t screenedge[4]; // // refresh flags // int r_framecount = 1; // so frame counts initialized to 0 don't match int r_visframecount; int *pfrustum_indexes[4]; int r_frustum_indexes[4*6]; mleaf_t *r_viewleaf, *r_oldviewleaf; texture_t *r_notexture_mip; float r_aliastransition, r_resfudge; int d_lightstylevalue[256]; // 8.8 fraction of base light value void R_MarkLeaves (void); static cvar_t r_drawentities = {"r_drawentities","1"}; static cvar_t r_drawviewmodel = {"r_drawviewmodel","1"}; cvar_t r_clearcolor = {"r_clearcolor","2"}; cvar_t r_waterwarp = {"r_waterwarp","1"}; cvar_t r_fullbright = {"r_fullbright","0"}; cvar_t r_ambient = {"r_ambient", "0"}; cvar_t r_reportsurfout = {"r_reportsurfout", "0"}; cvar_t r_numsurfs = {"r_numsurfs", "0"}; cvar_t r_reportedgeout = {"r_reportedgeout", "0"}; cvar_t r_numedges = {"r_numedges", "0"}; static cvar_t r_aliastransbase = {"r_aliastransbase", "200"}; static cvar_t r_aliastransadj = {"r_aliastransadj", "100"}; cvar_t r_part_scale = {"r_part_scale", "1", true}; cvar_t r_wateralpha = {"r_wateralpha", "1", true}; cvar_t r_lavaalpha = {"r_lavaalpha", "1", true}; cvar_t r_slimealpha = {"r_slimealpha", "1", true}; extern cvar_t scr_fov; void CreatePassages (void); void SetVisibilityByPassages (void); static entity_t *ent_reject; /* ================== R_InitTextures ================== */ void R_InitTextures (void) { int x,y, m; pixel_t *dest; // create a simple checkerboard texture for the default r_notexture_mip = Hunk_Alloc((16*16+8*8+4*4+2*2)*sizeof(pixel_t) + sizeof *r_notexture_mip); r_notexture_mip->width = r_notexture_mip->height = 16; r_notexture_mip->offsets[0] = 0; r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16; r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8; r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4; for (m=0 ; m<4 ; m++) { dest = r_notexture_mip->pixels + r_notexture_mip->offsets[m]; for (y=0 ; y< (16>>m) ; y++) for (x=0 ; x< (16>>m) ; x++, dest++) { if ( (y< (8>>m) ) ^ (x< (8>>m) ) ) *dest = 0; else *dest = 0xf0f0f0f0; } } } /* =============== R_Init =============== */ void R_Init (void) { R_InitTurb(); R_InitFog(); Cmd_AddCommand("pointfile", loadpoints); Cvar_RegisterVariable (&r_ambient); Cvar_RegisterVariable (&r_clearcolor); Cvar_RegisterVariable (&r_waterwarp); Cvar_RegisterVariable (&r_fullbright); Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); Cvar_RegisterVariable (&r_reportsurfout); Cvar_RegisterVariable (&r_numsurfs); Cvar_RegisterVariable (&r_reportedgeout); Cvar_RegisterVariable (&r_numedges); Cvar_RegisterVariable (&r_aliastransbase); Cvar_RegisterVariable (&r_aliastransadj); Cvar_RegisterVariable (&r_part_scale); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_lavaalpha); Cvar_RegisterVariable (&r_slimealpha); view_clipplanes[0].leftedge = true; view_clipplanes[1].rightedge = true; view_clipplanes[1].leftedge = view_clipplanes[2].leftedge = view_clipplanes[3].leftedge = false; view_clipplanes[0].rightedge = view_clipplanes[2].rightedge = view_clipplanes[3].rightedge = false; r_refdef.xOrigin = XCENTERING; r_refdef.yOrigin = YCENTERING; R_InitParticles (); D_Init (); } void R_SetupSurfaces(void); /* =============== R_NewMap =============== */ void R_NewMap (void) { int i; // clear out efrags in case the level hasn't been reloaded // FIXME: is this one short? for (i=0 ; i<cl.worldmodel->numleafs ; i++) cl.worldmodel->leafs[i].efrags = nil; r_numallocatedbasespans = MAXSPANS; r_cnumsurfs = MAXSURFACES; r_numallocatededges = MAXEDGES; r_basespans = Hunk_Alloc(r_numallocatedbasespans * sizeof(espan_t)); surfaces = Hunk_Alloc(r_cnumsurfs * sizeof *surfaces); r_edges = Hunk_Alloc(r_numallocatededges * sizeof *r_edges); r_viewleaf = nil; R_ClearParticles (); R_ResetFog(); r_maxedgesseen = 0; r_maxsurfsseen = 0; r_dowarpold = false; r_viewchanged = false; } /* =============== R_SetVrect =============== */ void R_SetVrect (vrect_t *pvrectin, vrect_t *pvrect, int lineadj) { int h; float size; if(cl.intermission) lineadj = 0; size = 1; h = pvrectin->height - lineadj; pvrect->width = pvrectin->width; if (pvrect->width < 96) { size = 96.0 / pvrectin->width; pvrect->width = 96; // min for icons } pvrect->width &= ~7; pvrect->height = pvrectin->height * size; if (pvrect->height > pvrectin->height - lineadj) pvrect->height = pvrectin->height - lineadj; pvrect->height &= ~1; pvrect->x = (pvrectin->width - pvrect->width)/2; pvrect->y = (h - pvrect->height)/2; { if (lcd_x.value) { pvrect->y >>= 1; pvrect->height >>= 1; } } } /* =============== R_ViewChanged Called every time the vid structure or r_refdef changes. Guaranteed to be called before the first refresh =============== */ void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect) { int i, ow, oh; float res_scale; r_viewchanged = true; ow = r_refdef.vrect.width; oh = r_refdef.vrect.height; R_SetVrect (pvrect, &r_refdef.vrect, lineadj); if(ow != r_refdef.vrect.width || oh != r_refdef.vrect.height) vid.recalc_refdef = true; r_refdef.horizontalFieldOfView = 2.0 * tanf(r_refdef.fov_x/360*M_PI); r_refdef.fvrectx = (float)r_refdef.vrect.x; r_refdef.fvrectx_adj = (float)r_refdef.vrect.x - 0.5; r_refdef.vrect_x_adj_shift20 = (r_refdef.vrect.x<<20) + (1<<19) - 1; r_refdef.fvrecty = (float)r_refdef.vrect.y; r_refdef.fvrecty_adj = (float)r_refdef.vrect.y - 0.5; r_refdef.vrectright = r_refdef.vrect.x + r_refdef.vrect.width; r_refdef.vrectright_adj_shift20 = (r_refdef.vrectright<<20) + (1<<19) - 1; r_refdef.fvrectright = (float)r_refdef.vrectright; r_refdef.fvrectright_adj = (float)r_refdef.vrectright - 0.5; r_refdef.vrectrightedge = (float)r_refdef.vrectright - 0.99; r_refdef.vrectbottom = r_refdef.vrect.y + r_refdef.vrect.height; r_refdef.fvrectbottom = (float)r_refdef.vrectbottom; r_refdef.fvrectbottom_adj = (float)r_refdef.vrectbottom - 0.5; r_refdef.aliasvrect.x = (int)(r_refdef.vrect.x * r_aliasuvscale); r_refdef.aliasvrect.y = (int)(r_refdef.vrect.y * r_aliasuvscale); r_refdef.aliasvrect.width = (int)(r_refdef.vrect.width * r_aliasuvscale); r_refdef.aliasvrect.height = (int)(r_refdef.vrect.height * r_aliasuvscale); r_refdef.aliasvrectright = r_refdef.aliasvrect.x + r_refdef.aliasvrect.width; r_refdef.aliasvrectbottom = r_refdef.aliasvrect.y + r_refdef.aliasvrect.height; pixelAspect = aspect; xOrigin = r_refdef.xOrigin; yOrigin = r_refdef.yOrigin; screenAspect = r_refdef.vrect.width*pixelAspect / r_refdef.vrect.height; // 320*200 1.0 pixelAspect = 1.6 screenAspect // 320*240 1.0 pixelAspect = 1.3333 screenAspect // proper 320*200 pixelAspect = 0.8333333 verticalFieldOfView = r_refdef.horizontalFieldOfView / screenAspect; // values for perspective projection // if math were exact, the values would range from 0.5 to to range+0.5 // hopefully they wll be in the 0.000001 to range+.999999 and truncate // the polygon rasterization will never render in the first row or column // but will definately render in the [range] row and column, so adjust the // buffer origin to get an exact edge to edge fill xcenter = ((float)r_refdef.vrect.width * XCENTERING) + r_refdef.vrect.x - 0.5; aliasxcenter = xcenter * r_aliasuvscale; ycenter = ((float)r_refdef.vrect.height * YCENTERING) + r_refdef.vrect.y - 0.5; aliasycenter = ycenter * r_aliasuvscale; xscale = r_refdef.vrect.width / r_refdef.horizontalFieldOfView; aliasxscale = xscale * r_aliasuvscale; xscaleinv = 1.0 / xscale; yscale = xscale * pixelAspect; aliasyscale = yscale * r_aliasuvscale; yscaleinv = 1.0 / yscale; xscaleshrink = (r_refdef.vrect.width-6)/r_refdef.horizontalFieldOfView; yscaleshrink = xscaleshrink*pixelAspect; // left side clip screenedge[0].normal[0] = -1.0 / (xOrigin*r_refdef.horizontalFieldOfView); screenedge[0].normal[1] = 0; screenedge[0].normal[2] = 1; screenedge[0].type = PLANE_ANYZ; // right side clip screenedge[1].normal[0] = 1.0 / ((1.0-xOrigin)*r_refdef.horizontalFieldOfView); screenedge[1].normal[1] = 0; screenedge[1].normal[2] = 1; screenedge[1].type = PLANE_ANYZ; // top side clip screenedge[2].normal[0] = 0; screenedge[2].normal[1] = -1.0 / (yOrigin*verticalFieldOfView); screenedge[2].normal[2] = 1; screenedge[2].type = PLANE_ANYZ; // bottom side clip screenedge[3].normal[0] = 0; screenedge[3].normal[1] = 1.0 / ((1.0-yOrigin)*verticalFieldOfView); screenedge[3].normal[2] = 1; screenedge[3].type = PLANE_ANYZ; for (i=0 ; i<4 ; i++) VectorNormalize (screenedge[i].normal); res_scale = sqrtf((float)(r_refdef.vrect.width * r_refdef.vrect.height) / (320.0 * 152.0)) * (2.0 / r_refdef.horizontalFieldOfView); r_aliastransition = r_aliastransbase.value * res_scale; r_resfudge = r_aliastransadj.value * res_scale; D_ViewChanged (); } /* =============== R_MarkLeaves =============== */ void R_MarkLeaves (void) { byte *vis; mnode_t *node; int i, sz; if (r_oldviewleaf == r_viewleaf) return; r_visframecount++; r_oldviewleaf = r_viewleaf; vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel, &sz); for (i=0 ; i<cl.worldmodel->numleafs ; i++) { if (vis[i>>3] & (1<<(i&7))) { node = (mnode_t *)&cl.worldmodel->leafs[i+1]; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } } static int R_BmodelCheckBBox(model_t *clmodel, float *minmaxs) { int i, *pindex, clipflags; vec3_t acceptpt, rejectpt; double d; clipflags = 0; if (currententity->angles[0] || currententity->angles[1] || currententity->angles[2]) { for (i=0 ; i<4 ; i++) { d = DotProduct (currententity->origin, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d <= -clmodel->radius) return BMODEL_FULLY_CLIPPED; if (d <= clmodel->radius) clipflags |= (1<<i); } } else { for (i=0 ; i<4 ; i++) { // generate accept and reject points // FIXME: do with fast look-ups or integer tests based on the sign bit // of the floating point values pindex = pfrustum_indexes[i]; rejectpt[0] = minmaxs[pindex[0]]; rejectpt[1] = minmaxs[pindex[1]]; rejectpt[2] = minmaxs[pindex[2]]; d = DotProduct (rejectpt, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d <= 0) return BMODEL_FULLY_CLIPPED; acceptpt[0] = minmaxs[pindex[3+0]]; acceptpt[1] = minmaxs[pindex[3+1]]; acceptpt[2] = minmaxs[pindex[3+2]]; d = DotProduct (acceptpt, view_clipplanes[i].normal); d -= view_clipplanes[i].dist; if (d <= 0) clipflags |= (1<<i); } } return clipflags; } static int R_DrawEntity(entity_t *e) { int j, k, clipflags; alight_t lighting; float lightvec[3] = {-1, 0, 0}; // FIXME: remove and do real lighting float minmaxs[6]; vec3_t dist, oldorigin; int add; model_t *clmodel; if(!r_drawentities.value || e == &cl_entities[cl.viewentity]) return 1; if((entdrawflags(e) ^ r_drawflags) != 0) return 0; currententity = e; VectorCopy(modelorg, oldorigin); switch(e->model->type){ case mod_sprite: VectorCopy(e->origin, r_entorigin); VectorSubtract(r_origin, r_entorigin, modelorg); R_DrawSprite(); break; case mod_alias: VectorCopy(e->origin, r_entorigin); VectorSubtract(r_origin, r_entorigin, modelorg); // see if the bounding box lets us trivially reject, also sets // trivial accept status if(!R_AliasCheckBBox()) break; R_LightPoint(currententity->origin, lighting.ambientlight); lighting.shadelight[0] = lighting.ambientlight[0]; lighting.shadelight[1] = lighting.ambientlight[1]; lighting.shadelight[2] = lighting.ambientlight[2]; lighting.plightvec = lightvec; for(k = 0; k < MAX_DLIGHTS; k++){ if(cl_dlights[k].die < cl.time || cl_dlights[k].radius == 0) continue; VectorSubtract(e->origin, cl_dlights[k].origin, dist); add = cl_dlights[k].radius - Length(dist); if(add > 0){ lighting.ambientlight[0] += add; lighting.ambientlight[1] += add; lighting.ambientlight[2] += add; } } // clamp lighting so it doesn't overbright as much for(j = 0; j < 3; j++){ lighting.ambientlight[j] = min(lighting.ambientlight[j], 128); if(lighting.ambientlight[j] + lighting.shadelight[j] > 192) lighting.shadelight[j] = 192 - lighting.ambientlight[j]; } R_AliasDrawModel(&lighting); break; case mod_brush: insubmodel = true; r_dlightframecount = r_framecount; clmodel = e->model; // see if the bounding box lets us trivially reject, also sets // trivial accept status for(j = 0; j < 3; j++){ minmaxs[j] = currententity->origin[j] + clmodel->mins[j]; minmaxs[3+j] = currententity->origin[j] + clmodel->maxs[j]; } clipflags = R_BmodelCheckBBox(clmodel, minmaxs); if(clipflags == BMODEL_FULLY_CLIPPED) break; VectorCopy(e->origin, r_entorigin); VectorSubtract(r_origin, r_entorigin, modelorg); r_pcurrentvertbase = clmodel->vertexes; R_RotateBmodel(); // FIXME: stop transforming twice // calculate dynamic lighting for bmodel if it's not an // instanced model if(clmodel->firstmodelsurface != 0){ for(k = 0; k < MAX_DLIGHTS; k++){ if(cl_dlights[k].die < cl.time || cl_dlights[k].radius == 0) continue; R_MarkLights(&cl_dlights[k], 1<<k, clmodel->nodes + clmodel->hulls[0].firstclipnode); } } r_pefragtopnode = nil; for(j = 0; j < 3; j++){ r_emins[j] = minmaxs[j]; r_emaxs[j] = minmaxs[3+j]; } R_SplitEntityOnNode2(cl.worldmodel->nodes); if(r_pefragtopnode){ e->topnode = r_pefragtopnode; if(r_drawflags & DRAW_BLEND) R_BeginEdgeFrame(); if(r_pefragtopnode->contents >= 0){ // not a leaf; has to be clipped to the world BSP r_clipflags = clipflags; R_DrawSolidClippedSubmodelPolygons(clmodel); }else{ // falls entirely in one leaf, so we just put all the // edges in the edge list and let 1/z sorting handle // drawing order R_DrawSubmodelPolygons(clmodel, clipflags); } if(r_drawflags & DRAW_BLEND) R_ScanEdges(); e->topnode = nil; } break; } // put back world rotation and frustum clipping // FIXME: R_RotateBmodel should just work off base_vxx VectorCopy(base_vpn, vpn); VectorCopy(base_vup, vup); VectorCopy(base_vright, vright); VectorCopy(base_modelorg, modelorg); VectorCopy(oldorigin, modelorg); R_TransformFrustum(); return 1; } /* ============= R_DrawViewModel ============= */ void R_DrawViewModel (void) { // FIXME: remove and do real lighting float lightvec[3] = {-1, 0, 0}; int lnum, i; vec3_t dist; float add; dlight_t *dl; if (!r_drawviewmodel.value) return; if (cl.items & IT_INVISIBILITY) return; if (cl.stats[STAT_HEALTH] <= 0) return; currententity = &cl.viewent; if (!currententity->model) return; VectorCopy (currententity->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); VectorCopy (vup, viewlightvec); VectorInverse (viewlightvec); R_LightPoint(currententity->origin, r_viewlighting.ambientlight); // always give some light on gun r_viewlighting.ambientlight[0] = max(r_viewlighting.ambientlight[0], 24); r_viewlighting.ambientlight[1] = max(r_viewlighting.ambientlight[1], 24); r_viewlighting.ambientlight[2] = max(r_viewlighting.ambientlight[2], 24); r_viewlighting.shadelight[0] = r_viewlighting.ambientlight[0]; r_viewlighting.shadelight[1] = r_viewlighting.ambientlight[1]; r_viewlighting.shadelight[2] = r_viewlighting.ambientlight[2]; // add dynamic lights for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) { dl = &cl_dlights[lnum]; if(dl->die < cl.time || !dl->radius) continue; VectorSubtract (currententity->origin, dl->origin, dist); add = dl->radius - Length(dist); if (add > 0){ r_viewlighting.ambientlight[0] += add; r_viewlighting.ambientlight[1] += add; r_viewlighting.ambientlight[2] += add; } } // clamp lighting so it doesn't overbright as much for(i = 0; i < 3; i++){ r_viewlighting.ambientlight[i] = min(r_viewlighting.ambientlight[i], 128); if(r_viewlighting.ambientlight[i] + r_viewlighting.shadelight[i] > 192) r_viewlighting.shadelight[i] = 192 - r_viewlighting.ambientlight[i]; } r_viewlighting.plightvec = lightvec; R_AliasDrawModel(&r_viewlighting); } /* ================ R_EdgeDrawing ================ */ void R_EdgeDrawing (void) { entity_t *e; int i; R_BeginEdgeFrame(); if(r_drawflags & DRAW_BLEND) R_RenderWorldRejects(); else{ R_RenderWorld(); for(i = 0; i < cl_numvisedicts; i++){ e = cl_visedicts[i]; if(e->model != nil && e->model->type == mod_brush && !R_DrawEntity(e)){ e->last_reject = ent_reject; ent_reject = e; } } } R_ScanEdges(); } /* ================ R_RenderView r_refdef must be set before the first call ================ */ void R_RenderView (void) { entity_t *e; int i; R_SetupFrame (); R_MarkLeaves (); // done here so we know if we're in water if (!cl_entities[0].model || !cl.worldmodel) fatal ("R_RenderView: NULL worldmodel"); ent_reject = nil; R_EdgeDrawing (); for(i = 0; i < cl_numvisedicts; i++){ e = cl_visedicts[i]; if(e->model->type != mod_brush && !R_DrawEntity(e)){ e->last_reject = ent_reject; ent_reject = e; } } R_DrawViewModel (); R_DrawParticles (); r_drawflags = DRAW_BLEND; R_EdgeDrawing(); // FIXME(sigrid): these need to be sorted and drawn back to front if(cl_numvisedicts > 0){ for(i = cl_numvisedicts, e = ent_reject; e != nil && i > 0; e = e->last_reject) cl_visedicts[--i] = e; for(; i < cl_numvisedicts; i++) R_DrawEntity(cl_visedicts[i]); } r_drawflags = 0; if (r_dowarp) D_WarpScreen (); R_DrawFog(); V_SetContentsColor (r_viewleaf->contents); if (r_reportsurfout.value && r_outofsurfaces) Con_Printf ("Short %d surfaces\n", r_outofsurfaces); if (r_reportedgeout.value && r_outofedges) Con_Printf ("Short roughly %d edges\n", r_outofedges * 2 / 3); } /* ================ R_InitTurb ================ */ void R_InitTurb (void) { int i; for(i = 0; i < SIN_BUFFER_SIZE; i++){ sintable[i] = AMP + sinf(i*M_PI*2/CYCLE)*AMP; intsintable[i] = AMP2 + sinf(i*M_PI*2/CYCLE)*AMP2; // AMP2, not 20 } }