Beispiel #1
0
/*
 * @brief Draws all developer tools towards the end of the frame.
 */
static void R_DrawDeveloperTools(void) {

	R_DrawBspNormals();

	R_DrawBspLights();

	R_DrawBspLeafs();
}
Beispiel #2
0
/*
 * @brief Main entry point for drawing the scene (world and entities).
 */
void R_DrawView(void) {

	R_UpdateFrustum();

	R_UpdateVis();

	R_MarkBspSurfaces();

	R_EnableFog(true);

	R_DrawSkyBox();

	// wait for the client to populate our lights array
	Thread_Wait(&r_view.thread);

	// now dispatch another thread to cull entities while we draw the world
	r_view.thread = Thread_Create(R_CullEntities, NULL);

	R_MarkLights();

	const r_sorted_bsp_surfaces_t *surfs = r_model_state.world->bsp->sorted_surfaces;

	R_DrawOpaqueBspSurfaces(&surfs->opaque);

	R_DrawOpaqueWarpBspSurfaces(&surfs->opaque_warp);

	R_DrawAlphaTestBspSurfaces(&surfs->alpha_test);

	R_EnableBlend(true);

	R_DrawBackBspSurfaces(&surfs->back);

	R_DrawMaterialBspSurfaces(&surfs->material);

	R_DrawFlareBspSurfaces(&surfs->flare);

	R_EnableBlend(false);

	R_DrawBspNormals();

	// ensure the thread has finished culling entities
	Thread_Wait(&r_view.thread);

	// now dispatch another thread to update particles while we draw entities
	r_view.thread = Thread_Create(R_UpdateParticles, NULL);

	R_DrawEntities();

	R_EnableBlend(true);

	R_DrawBspLights();

	R_DrawBlendBspSurfaces(&surfs->blend);

	R_DrawBlendWarpBspSurfaces(&surfs->blend_warp);

	// ensure the thread has finished updating particles
	Thread_Wait(&r_view.thread);

	R_DrawParticles();

	R_EnableFog(false);

	R_DrawCoronas();

	R_DrawBspLeafs();

	R_EnableBlend(false);

	R_ResetArrayState();
}
Beispiel #3
0
/**
 * @sa R_BeginFrame
 * @sa R_EndFrame
 */
void R_RenderFrame (void)
{
	R_Setup3D();

	/* activate wire mode */
	if (r_wire->integer)
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	if (!(refdef.rendererFlags & RDF_NOWORLDMODEL)) {
		int tile;
		if (r_threads->integer) {
			while (r_threadstate.state != THREAD_RENDERER)
				Sys_Sleep(0);

			r_threadstate.state = THREAD_CLIENT;
		} else {
			R_SetupFrustum();

			/* draw brushes on current worldlevel */
			R_GetLevelSurfaceLists();
		}

		R_UpdateSustainedLights();

		R_CheckError();

		for (tile = 0; tile < r_numMapTiles; tile++) {
			const model_t *mapTile = r_mapTiles[tile];
			const mBspModel_t *bsp = &mapTile->bsp;

			R_AddBspRRef(bsp, vec3_origin, vec3_origin, false);
		}

		R_GetEntityLists();

		R_EnableFog(true);

		R_RenderOpaqueBspRRefs();
		R_RenderOpaqueWarpBspRRefs();
		R_DrawOpaqueMeshEntities(r_opaque_mesh_entities);

		R_RenderAlphaTestBspRRefs();

		R_EnableBlend(true);
		R_RenderMaterialBspRRefs();

		R_EnableFog(false);

		R_RenderBlendBspRRefs();
		R_RenderBlendWarpBspRRefs();
		R_DrawBlendMeshEntities(r_blend_mesh_entities);

		R_EnableFog(true);
		R_RenderFlareBspRRefs();
		R_EnableFog(false);

		if (r_debug_lights->integer) {
			int i;

			for (i = 0; i < refdef.numStaticLights; i++) {
				const light_t *l = &refdef.staticLights[i];
				R_AddCorona(l->origin, l->radius, l->color);
			}
			for (i = 0; i < refdef.numDynamicLights; i++) {
				const light_t *l = &refdef.dynamicLights[i];
				R_AddCorona(l->origin, l->radius, l->color);
			}
		}

		R_DrawCoronas();
		R_EnableBlend(false);

		for (tile = 0; tile < r_numMapTiles; tile++) {
			R_DrawBspNormals(tile);
		}

		R_Color(NULL);
		R_DrawSpecialEntities(r_special_entities);
		R_DrawNullEntities(r_null_entities);
		R_DrawEntityEffects();
	} else {
		glClear(GL_DEPTH_BUFFER_BIT);

		R_GetEntityLists();

		R_RenderOpaqueBspRRefs();
		R_RenderOpaqueWarpBspRRefs();
		R_DrawOpaqueMeshEntities(r_opaque_mesh_entities);
		R_RenderAlphaTestBspRRefs();

		R_EnableBlend(true);

		R_RenderMaterialBspRRefs();

		R_RenderBlendBspRRefs();
		R_RenderBlendWarpBspRRefs();
		R_DrawBlendMeshEntities(r_blend_mesh_entities);

		R_RenderFlareBspRRefs();

		R_EnableBlend(false);

		R_Color(NULL);
		R_DrawSpecialEntities(r_special_entities);
		R_DrawNullEntities(r_null_entities);
		R_DrawEntityEffects();
	}

	R_EnableBlend(true);

	R_DrawParticles();

	R_EnableBlend(false);

	/* leave wire mode again */
	if (r_wire->integer)
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	R_DrawBloom();

	R_DrawBoundingBoxes();

	R_ResetArrayState();

	/* go back into 2D mode for hud and the like */
	R_Setup2D();

	R_CheckError();
}