/** * @brief Manages all state for the specified surface and stage. * @sa R_DrawMaterialSurfaces */ static void R_SetSurfaceStageState (const mBspSurface_t *surf, const materialStage_t *stage) { /* bind the texture */ R_BindTexture(stage->image->texnum); /* and optionally the lightmap */ R_StageLighting(surf, stage); R_StageGlow(stage); /* load the texture matrix for rotations, stretches, etc.. */ R_StageTextureMatrix(surf, stage); /* set the blend function, ensuring a good default */ if (stage->flags & STAGE_BLEND) R_BlendFunc(stage->blend.src, stage->blend.dest); else R_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* for terrain, enable the color array */ if (stage->flags & (STAGE_TAPE | STAGE_TERRAIN | STAGE_DIRTMAP)) R_EnableColorArray(true); else R_EnableColorArray(false); /* when not using the color array, resolve the shade color */ if (!r_state.color_array_enabled) { vec4_t color; if (stage->flags & STAGE_COLOR) /* explicit */ VectorCopy(stage->color, color); else if (stage->flags & STAGE_ENVMAP) /* implied */ VectorCopy(surf->lightColor, color); /** @todo WTF? surely it was supposed to use the specular color */ else /* default */ VectorSet(color, 1.0, 1.0, 1.0); /* modulate the alpha value for pulses */ if (stage->flags & STAGE_PULSE) { /* disable fog, since it also sets alpha */ R_EnableFog(false); color[3] = stage->pulse.dhz; } else { /* ensure fog is available */ R_EnableFog(true); color[3] = 1.0; } R_Color(color); } }
/* * @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(); }
/** * @brief Iterates the specified surfaces list, updating materials as they are * encountered, and rendering all visible stages. State is lazily managed * throughout the iteration, so there is a concerted effort to restore the * state after all surface stages have been rendered. */ void R_DrawMaterialSurfaces (const mBspSurfaces_t *surfs, GLushort *indexPtr) { int i; if (!r_materials->integer || r_wire->integer) return; if (!surfs->count) return; assert(r_state.blend_enabled); /** @todo - integrate BSP lighting with model lighting */ R_EnableModelLights(nullptr, 0, false, false); R_EnableColorArray(true); R_ResetArrayState(); R_EnableColorArray(false); R_EnableLighting(nullptr, false); R_EnableTexture(&texunit_lightmap, false); #ifndef GL_VERSION_ES_CM_1_0 glEnable(GL_POLYGON_OFFSET_FILL); #endif glPolygonOffset(-1.f, -1.f); glMatrixMode(GL_TEXTURE); /* some stages will manipulate texcoords */ for (i = 0; i < surfs->count; i++) { materialStage_t *s; mBspSurface_t *surf = surfs->surfaces[i]; material_t *m = &surf->texinfo->image->material; int j = -1; if (surf->frame != r_locals.frame) continue; R_UpdateMaterial(m); for (s = m->stages; s; s = s->next, j--) { if (!(s->flags & STAGE_RENDER)) continue; R_SetSurfaceStageState(surf, s); R_DrawSurfaceStage(surf, s); } } R_Color(nullptr); /* polygon offset parameters */ glPolygonOffset(0.0, 0.0); #ifndef GL_VERSION_ES_CM_1_0 glDisable(GL_POLYGON_OFFSET_FILL); #endif glLoadIdentity(); glMatrixMode(GL_MODELVIEW); R_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); R_EnableFog(true); R_EnableColorArray(false); R_EnableTexture(&texunit_lightmap, false); R_EnableBumpmap(nullptr); R_EnableLighting(nullptr, false); R_EnableGlowMap(nullptr); R_Color(nullptr); }
/* * @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 fully populate the scene Thread_Wait(r_view.thread); // dispatch threads to cull entities and sort elements while we draw the world thread_t *cull_entities = Thread_Create(R_CullEntities, NULL); thread_t *sort_elements = Thread_Create(R_SortElements, 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); // wait for entity culling to complete Thread_Wait(cull_entities); R_DrawEntities(); R_EnableBlend(true); // wait for element sorting to complete Thread_Wait(sort_elements); R_DrawElements(); R_EnableFog(false); R_DrawDeveloperTools(); R_DrawCoronas(); R_EnableBlend(false); R_ResetArrayState(); #if 0 vec3_t tmp; VectorMA(r_view.origin, MAX_WORLD_DIST, r_view.forward, tmp); cm_trace_t tr = Cl_Trace(r_view.origin, tmp, NULL, NULL, cl.client_num + 1, MASK_SOLID); if (tr.fraction > 0.0 && tr.fraction < 1.0) { Com_Print("%s: %d: %s\n", tr.surface->name, tr.plane.num, vtos(tr.plane.normal)); } #endif }
/** * @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(); }