/* ================= idCommonLocal::Frame ================= */ void idCommonLocal::Frame() { try { SCOPED_PROFILE_EVENT( "Common::Frame" ); // This is the only place this is incremented idLib::frameNumber++; // allow changing SIMD usage on the fly if ( com_forceGenericSIMD.IsModified() ) { idSIMD::InitProcessor( "doom", com_forceGenericSIMD.GetBool() ); com_forceGenericSIMD.ClearModified(); } // Do the actual switch between Doom 3 and the classics here so // that things don't get confused in the middle of the frame. PerformGameSwitch(); // pump all the events Sys_GenerateEvents(); // write config file if anything changed WriteConfiguration(); eventLoop->RunEventLoop(); // Activate the shell if it's been requested if ( showShellRequested && game ) { game->Shell_Show( true ); showShellRequested = false; } // if the console or another gui is down, we don't need to hold the mouse cursor bool chatting = false; if ( console->Active() || Dialog().IsDialogActive() || session->IsSystemUIShowing() || ( game && game->InhibitControls() && !IsPlayingDoomClassic() ) ) { Sys_GrabMouseCursor( false ); usercmdGen->InhibitUsercmd( INHIBIT_SESSION, true ); chatting = true; } else { Sys_GrabMouseCursor( true ); usercmdGen->InhibitUsercmd( INHIBIT_SESSION, false ); } const bool pauseGame = ( !mapSpawned || ( !IsMultiplayer() && ( Dialog().IsDialogPausing() || session->IsSystemUIShowing() || ( game && game->Shell_IsActive() ) ) ) ) && !IsPlayingDoomClassic(); // save the screenshot and audio from the last draw if needed if ( aviCaptureMode ) { idStr name = va("demos/%s/%s_%05i.tga", aviDemoShortName.c_str(), aviDemoShortName.c_str(), aviDemoFrameCount++ ); renderSystem->TakeScreenshot( com_aviDemoWidth.GetInteger(), com_aviDemoHeight.GetInteger(), name, com_aviDemoSamples.GetInteger(), NULL ); // remove any printed lines at the top before taking the screenshot console->ClearNotifyLines(); // this will call Draw, possibly multiple times if com_aviDemoSamples is > 1 renderSystem->TakeScreenshot( com_aviDemoWidth.GetInteger(), com_aviDemoHeight.GetInteger(), name, com_aviDemoSamples.GetInteger(), NULL ); } //-------------------------------------------- // wait for the GPU to finish drawing // // It is imporant to minimize the time spent between this // section and the call to renderSystem->RenderCommandBuffers(), // because the GPU is completely idle. //-------------------------------------------- // this should exit right after vsync, with the GPU idle and ready to draw // This may block if the GPU isn't finished renderng the previous frame. frameTiming.startSyncTime = Sys_Microseconds(); const emptyCommand_t * renderCommands = NULL; if ( com_smp.GetBool() ) { renderCommands = renderSystem->SwapCommandBuffers( &time_frontend, &time_backend, &time_shadows, &time_gpu ); } else { // the GPU will stay idle through command generation for minimal // input latency renderSystem->SwapCommandBuffers_FinishRendering( &time_frontend, &time_backend, &time_shadows, &time_gpu ); } frameTiming.finishSyncTime = Sys_Microseconds(); //-------------------------------------------- // Determine how many game tics we are going to run, // now that the previous frame is completely finished. // // It is important that any waiting on the GPU be done // before this, or there will be a bad stuttering when // dropping frames for performance management. //-------------------------------------------- // input: // thisFrameTime // com_noSleep // com_engineHz // com_fixedTic // com_deltaTimeClamp // IsMultiplayer // // in/out state: // gameFrame // gameTimeResidual // lastFrameTime // syncNextFrame // // Output: // numGameFrames // How many game frames to run int numGameFrames = 0; for(;;) { const int thisFrameTime = Sys_Milliseconds(); static int lastFrameTime = thisFrameTime; // initialized only the first time const int deltaMilliseconds = thisFrameTime - lastFrameTime; lastFrameTime = thisFrameTime; // if there was a large gap in time since the last frame, or the frame // rate is very very low, limit the number of frames we will run const int clampedDeltaMilliseconds = Min( deltaMilliseconds, com_deltaTimeClamp.GetInteger() ); gameTimeResidual += clampedDeltaMilliseconds * timescale.GetFloat(); // don't run any frames when paused if ( pauseGame ) { gameFrame++; gameTimeResidual = 0; break; } // debug cvar to force multiple game tics if ( com_fixedTic.GetInteger() > 0 ) { numGameFrames = com_fixedTic.GetInteger(); gameFrame += numGameFrames; gameTimeResidual = 0; break; } if ( syncNextGameFrame ) { // don't sleep at all syncNextGameFrame = false; gameFrame++; numGameFrames++; gameTimeResidual = 0; break; } for ( ;; ) { // How much time to wait before running the next frame, // based on com_engineHz const int frameDelay = FRAME_TO_MSEC( gameFrame + 1 ) - FRAME_TO_MSEC( gameFrame ); if ( gameTimeResidual < frameDelay ) { break; } gameTimeResidual -= frameDelay; gameFrame++; numGameFrames++; // if there is enough residual left, we may run additional frames } if ( numGameFrames > 0 ) { // ready to actually run them break; } // if we are vsyncing, we always want to run at least one game // frame and never sleep, which might happen due to scheduling issues // if we were just looking at real time. if ( com_noSleep.GetBool() ) { numGameFrames = 1; gameFrame += numGameFrames; gameTimeResidual = 0; break; } // not enough time has passed to run a frame, as might happen if // we don't have vsync on, or the monitor is running at 120hz while // com_engineHz is 60, so sleep a bit and check again Sys_Sleep( 0 ); } //-------------------------------------------- // It would be better to push as much of this as possible // either before or after the renderSystem->SwapCommandBuffers(), // because the GPU is completely idle. //-------------------------------------------- // Update session and syncronize to the new session state after sleeping session->UpdateSignInManager(); session->Pump(); session->ProcessSnapAckQueue(); if ( session->GetState() == idSession::LOADING ) { // If the session reports we should be loading a map, load it! ExecuteMapChange(); mapSpawnData.savegameFile = NULL; mapSpawnData.persistentPlayerInfo.Clear(); return; } else if ( session->GetState() != idSession::INGAME && mapSpawned ) { // If the game is running, but the session reports we are not in a game, disconnect // This happens when a server disconnects us or we sign out LeaveGame(); return; } if ( mapSpawned && !pauseGame ) { if ( IsClient() ) { RunNetworkSnapshotFrame(); } } ExecuteReliableMessages(); // send frame and mouse events to active guis GuiFrameEvents(); //-------------------------------------------- // Prepare usercmds and kick off the game processing // in a background thread //-------------------------------------------- // get the previous usercmd for bypassed head tracking transform const usercmd_t previousCmd = usercmdGen->GetCurrentUsercmd(); // build a new usercmd int deviceNum = session->GetSignInManager().GetMasterInputDevice(); usercmdGen->BuildCurrentUsercmd( deviceNum ); if ( deviceNum == -1 ) { for ( int i = 0; i < MAX_INPUT_DEVICES; i++ ) { Sys_PollJoystickInputEvents( i ); Sys_EndJoystickInputEvents(); } } if ( pauseGame ) { usercmdGen->Clear(); } usercmd_t newCmd = usercmdGen->GetCurrentUsercmd(); // Store server game time - don't let time go past last SS time in case we are extrapolating if ( IsClient() ) { newCmd.serverGameMilliseconds = std::min( Game()->GetServerGameTimeMs(), Game()->GetSSEndTime() ); } else { newCmd.serverGameMilliseconds = Game()->GetServerGameTimeMs(); } userCmdMgr.MakeReadPtrCurrentForPlayer( Game()->GetLocalClientNum() ); // Stuff a copy of this userCmd for each game frame we are going to run. // Ideally, the usercmds would be built in another thread so you could // still get 60hz control accuracy when the game is running slower. for ( int i = 0 ; i < numGameFrames ; i++ ) { newCmd.clientGameMilliseconds = FRAME_TO_MSEC( gameFrame-numGameFrames+i+1 ); userCmdMgr.PutUserCmdForPlayer( game->GetLocalClientNum(), newCmd ); } // If we're in Doom or Doom 2, run tics and upload the new texture. if ( ( GetCurrentGame() == DOOM_CLASSIC || GetCurrentGame() == DOOM2_CLASSIC ) && !( Dialog().IsDialogPausing() || session->IsSystemUIShowing() ) ) { RunDoomClassicFrame(); } // start the game / draw command generation thread going in the background gameReturn_t ret = gameThread.RunGameAndDraw( numGameFrames, userCmdMgr, IsClient(), gameFrame - numGameFrames ); if ( !com_smp.GetBool() ) { // in non-smp mode, run the commands we just generated, instead of // frame-delayed ones from a background thread renderCommands = renderSystem->SwapCommandBuffers_FinishCommandBuffers(); } //---------------------------------------- // Run the render back end, getting the GPU busy with new commands // ASAP to minimize the pipeline bubble. //---------------------------------------- frameTiming.startRenderTime = Sys_Microseconds(); renderSystem->RenderCommandBuffers( renderCommands ); if ( com_sleepRender.GetInteger() > 0 ) { // debug tool to test frame adaption Sys_Sleep( com_sleepRender.GetInteger() ); } frameTiming.finishRenderTime = Sys_Microseconds(); // make sure the game / draw thread has completed // This may block if the game is taking longer than the render back end gameThread.WaitForThread(); // Send local usermds to the server. // This happens after the game frame has run so that prediction data is up to date. SendUsercmds( Game()->GetLocalClientNum() ); // Now that we have an updated game frame, we can send out new snapshots to our clients session->Pump(); // Pump to get updated usercmds to relay SendSnapshots(); // Render the sound system using the latest commands from the game thread if ( pauseGame ) { soundWorld->Pause(); soundSystem->SetPlayingSoundWorld( menuSoundWorld ); } else { soundWorld->UnPause(); soundSystem->SetPlayingSoundWorld( soundWorld ); } soundSystem->Render(); // process the game return for map changes, etc ProcessGameReturn( ret ); idLobbyBase & lobby = session->GetActivePlatformLobbyBase(); if ( lobby.HasActivePeers() ) { if ( net_drawDebugHud.GetInteger() == 1 ) { lobby.DrawDebugNetworkHUD(); } if ( net_drawDebugHud.GetInteger() == 2 ) { lobby.DrawDebugNetworkHUD2(); } lobby.DrawDebugNetworkHUD_ServerSnapshotMetrics( net_drawDebugHud.GetInteger() == 3 ); } // report timing information if ( com_speeds.GetBool() ) { static int lastTime = Sys_Milliseconds(); int nowTime = Sys_Milliseconds(); int com_frameMsec = nowTime - lastTime; lastTime = nowTime; Printf( "frame:%d all:%3d gfr:%3d rf:%3lld bk:%3lld\n", idLib::frameNumber, com_frameMsec, time_gameFrame, time_frontend / 1000, time_backend / 1000 ); time_gameFrame = 0; time_gameDraw = 0; } // the FPU stack better be empty at this point or some bad code or compiler bug left values on the stack if ( !Sys_FPU_StackIsEmpty() ) { Printf( Sys_FPU_GetState() ); FatalError( "idCommon::Frame: the FPU stack is not empty at the end of the frame\n" ); } mainFrameTiming = frameTiming; session->GetSaveGameManager().Pump(); } catch( idException & ) { return; // an ERP_DROP was thrown } }
/* =============== idCommonLocal::ExecuteMapChange Performs the initialization of a game based on session match parameters, used for both single player and multiplayer, but not for renderDemos, which don't create a game at all. Exits with mapSpawned = true =============== */ void idCommonLocal::ExecuteMapChange() { if ( session->GetState() != idSession::LOADING ) { idLib::Warning( "Session state is not LOADING in ExecuteMapChange" ); return; } // Clear all dialogs before beginning the load common->Dialog().ClearDialogs( true ); // Remember the current load ID. // This is so we can tell if we had a new loadmap request from within an existing loadmap call const int cachedLoadingID = session->GetLoadingID(); const idMatchParameters & matchParameters = session->GetActingGameStateLobbyBase().GetMatchParms(); if ( matchParameters.numSlots <= 0 ) { idLib::Warning( "numSlots <= 0 in ExecuteMapChange" ); return; } insideExecuteMapChange = true; common->Printf( "--------- Execute Map Change ---------\n" ); common->Printf( "Map: %s\n", matchParameters.mapName.c_str() ); // ensure that r_znear is reset to the default value // this fixes issues with the projection matrix getting messed up when switching maps or loading a saved game // while an in-game cinematic is playing. cvarSystem->SetCVarFloat( "r_znear", 1.0f ); // reset all cheat cvars for a multiplayer game if ( IsMultiplayer() ) { cvarSystem->ResetFlaggedVariables( CVAR_CHEAT ); } int start = Sys_Milliseconds(); for ( int i = 0; i < MAX_INPUT_DEVICES; i++ ) { Sys_SetRumble( i, 0, 0 ); } // close console and remove any prints from the notify lines console->Close(); // clear all menu sounds soundWorld->Pause(); menuSoundWorld->ClearAllSoundEmitters(); soundSystem->SetPlayingSoundWorld( menuSoundWorld ); soundSystem->Render(); // extract the map name from serverinfo currentMapName = matchParameters.mapName; currentMapName.StripFileExtension(); idStrStatic< MAX_OSPATH > fullMapName = "maps/"; fullMapName += currentMapName; fullMapName.SetFileExtension( "map" ); if ( mapSpawnData.savegameFile ) { fileSystem->BeginLevelLoad( currentMapName, NULL, 0 ); } else { fileSystem->BeginLevelLoad( currentMapName, saveFile.GetDataPtr(), saveFile.GetAllocated() ); } // capture the current screen and start a wipe // immediately complete the wipe to fade out the level transition // run the wipe to completion StartWipe( "wipeMaterial", true ); CompleteWipe(); int sm = Sys_Milliseconds(); // shut down the existing game if it is running UnloadMap(); int ms = Sys_Milliseconds() - sm; common->Printf( "%6d msec to unload map\n", ms ); // Free media from previous level and // note which media we are going to need to load sm = Sys_Milliseconds(); renderSystem->BeginLevelLoad(); soundSystem->BeginLevelLoad(); declManager->BeginLevelLoad(); uiManager->BeginLevelLoad(); ms = Sys_Milliseconds() - sm; common->Printf( "%6d msec to free assets\n", ms ); //Sys_DumpMemory( true ); // load / program a gui to stay up on the screen while loading // set the loading gui that we will wipe to bool hellMap = false; LoadLoadingGui( currentMapName, hellMap ); // Stop rendering the wipe ClearWipe(); if ( fileSystem->UsingResourceFiles() ) { idStrStatic< MAX_OSPATH > manifestName = currentMapName; manifestName.Replace( "game/", "maps/" ); manifestName.Replace( "/mp/", "/" ); manifestName += ".preload"; idPreloadManifest manifest; manifest.LoadManifest( manifestName ); renderSystem->Preload( manifest, currentMapName ); soundSystem->Preload( manifest ); game->Preload( manifest ); } if ( common->IsMultiplayer() ) { // In multiplayer, make sure the player is either 60Hz or 120Hz // to avoid potential issues. const float mpEngineHz = ( com_engineHz.GetFloat() < 90.0f ) ? 60.0f : 120.0f; com_engineHz_denominator = 100LL * mpEngineHz; com_engineHz_latched = mpEngineHz; } else { // allow com_engineHz to be changed between map loads com_engineHz_denominator = 100LL * com_engineHz.GetFloat(); com_engineHz_latched = com_engineHz.GetFloat(); } // note any warning prints that happen during the load process common->ClearWarnings( currentMapName ); // release the mouse cursor // before we do this potentially long operation Sys_GrabMouseCursor( false ); // let the renderSystem load all the geometry if ( !renderWorld->InitFromMap( fullMapName ) ) { common->Error( "couldn't load %s", fullMapName.c_str() ); } // for the synchronous networking we needed to roll the angles over from // level to level, but now we can just clear everything usercmdGen->InitForNewMap(); // load and spawn all other entities ( from a savegame possibly ) if ( mapSpawnData.savegameFile ) { if ( !game->InitFromSaveGame( fullMapName, renderWorld, soundWorld, mapSpawnData.savegameFile, mapSpawnData.stringTableFile, mapSpawnData.savegameVersion ) ) { // If the loadgame failed, end the session, which will force us to go back to the main menu session->QuitMatchToTitle(); } } else { if ( !IsMultiplayer() ) { assert( game->GetLocalClientNum() == 0 ); assert( matchParameters.gameMode == GAME_MODE_SINGLEPLAYER ); assert( matchParameters.gameMap == GAME_MAP_SINGLEPLAYER ); game->SetPersistentPlayerInfo( 0, mapSpawnData.persistentPlayerInfo ); } game->SetServerInfo( matchParameters.serverInfo ); game->InitFromNewMap( fullMapName, renderWorld, soundWorld, matchParameters.gameMode, Sys_Milliseconds() ); } game->Shell_CreateMenu( true ); // Reset some values important to multiplayer ResetNetworkingState(); // If the session state is not loading here, something went wrong. if ( session->GetState() == idSession::LOADING && session->GetLoadingID() == cachedLoadingID ) { // Notify session we are done loading session->LoadingFinished(); while ( session->GetState() == idSession::LOADING ) { Sys_GenerateEvents(); session->UpdateSignInManager(); session->Pump(); Sys_Sleep( 10 ); } } if ( !mapSpawnData.savegameFile ) { // run a single frame to catch any resources that are referenced by events posted in spawn idUserCmdMgr emptyCommandManager; gameReturn_t emptyGameReturn; for ( int playerIndex = 0; playerIndex < MAX_PLAYERS; ++playerIndex ) { emptyCommandManager.PutUserCmdForPlayer( playerIndex, usercmd_t() ); } if ( IsClient() ) { game->ClientRunFrame( emptyCommandManager, false, emptyGameReturn ); } else { game->RunFrame( emptyCommandManager, emptyGameReturn ); } } renderSystem->EndLevelLoad(); soundSystem->EndLevelLoad(); declManager->EndLevelLoad(); uiManager->EndLevelLoad( currentMapName ); fileSystem->EndLevelLoad(); if ( !mapSpawnData.savegameFile && !IsMultiplayer() ) { common->Printf( "----- Running initial game frames -----\n" ); // In single player, run a bunch of frames to make sure ragdolls are settled idUserCmdMgr emptyCommandManager; gameReturn_t emptyGameReturn; for ( int i = 0; i < 100; i++ ) { for ( int playerIndex = 0; playerIndex < MAX_PLAYERS; ++playerIndex ) { emptyCommandManager.PutUserCmdForPlayer( playerIndex, usercmd_t() ); } game->RunFrame( emptyCommandManager, emptyGameReturn ); } // kick off an auto-save of the game (so we can always continue in this map if we die before hitting an autosave) common->Printf( "----- Saving Game -----\n" ); SaveGame( "autosave" ); } common->Printf( "----- Generating Interactions -----\n" ); // let the renderSystem generate interactions now that everything is spawned renderWorld->GenerateAllInteractions(); { int vertexMemUsedKB = vertexCache.staticData.vertexMemUsed.GetValue() / 1024; int indexMemUsedKB = vertexCache.staticData.indexMemUsed.GetValue() / 1024; idLib::Printf( "Used %dkb of static vertex memory (%d%%)\n", vertexMemUsedKB, vertexMemUsedKB * 100 / ( STATIC_VERTEX_MEMORY / 1024 ) ); idLib::Printf( "Used %dkb of static index memory (%d%%)\n", indexMemUsedKB, indexMemUsedKB * 100 / ( STATIC_INDEX_MEMORY / 1024 ) ); } if ( common->JapaneseCensorship() ) { if ( currentMapName.Icmp( "game/mp/d3xpdm3" ) == 0 ) { const idMaterial * gizpool2 = declManager->FindMaterial( "textures/hell/gizpool2" ); idMaterial * chiglass1bluex = const_cast<idMaterial *>( declManager->FindMaterial( "textures/sfx/chiglass1bluex" ) ); idTempArray<char> text( gizpool2->GetTextLength() ); gizpool2->GetText( text.Ptr() ); chiglass1bluex->Parse( text.Ptr(), text.Num(), false ); } } common->PrintWarnings(); session->Pump(); if ( session->GetState() != idSession::INGAME ) { // Something went wrong, don't process stale reliables that have been queued up. reliableQueue.Clear(); } usercmdGen->Clear(); // remove any prints from the notify lines console->ClearNotifyLines(); Sys_SetPhysicalWorkMemory( -1, -1 ); // at this point we should be done with the loading gui so we kill it delete loadGUI; loadGUI = NULL; // capture the current screen and start a wipe StartWipe( "wipe2Material" ); // we are valid for game draws now insideExecuteMapChange = false; mapSpawned = true; Sys_ClearEvents(); int msec = Sys_Milliseconds() - start; common->Printf( "%6d msec to load %s\n", msec, currentMapName.c_str() ); //Sys_DumpMemory( false ); // Issue a render at the very end of the load process to update soundTime before the first frame soundSystem->Render(); }
/* =============== idCommonLocal::UpdateLevelLoadPacifier Pumps the session and if multiplayer, displays dialogs during the loading process. =============== */ void idCommonLocal::UpdateLevelLoadPacifier() { autoRenderIconType_t icon = AUTORENDER_DEFAULTICON; bool autoswapsRunning = renderSystem->AreAutomaticBackgroundSwapsRunning( &icon ); if ( !insideExecuteMapChange && !autoswapsRunning ) { return; } const int sessionUpdateTime = common->IsMultiplayer() ? 16 : 100; const int time = Sys_Milliseconds(); // Throttle session pumps. if ( time - lastPacifierSessionTime >= sessionUpdateTime ) { lastPacifierSessionTime = time; Sys_GenerateEvents(); session->UpdateSignInManager(); session->Pump(); session->ProcessSnapAckQueue(); } if ( autoswapsRunning ) { // If autoswaps are running, only update if a Dialog is shown/dismissed bool dialogState = Dialog().HasAnyActiveDialog(); if ( lastPacifierDialogState != dialogState ) { lastPacifierDialogState = dialogState; renderSystem->EndAutomaticBackgroundSwaps(); if ( dialogState ) { icon = AUTORENDER_DIALOGICON; // Done this way to handle the rare case of a tip changing at the same time a dialog comes up for ( int i = 0; i < NumScreenUpdatesToShowDialog; ++i ) { UpdateScreen( false ); } } renderSystem->BeginAutomaticBackgroundSwaps( icon ); } } else { // On the PC just update at a constant rate for the Steam overlay if ( time - lastPacifierGuiTime >= 50 ) { lastPacifierGuiTime = time; UpdateScreen( false ); } } if ( time >= nextLoadTip && loadGUI != NULL && loadTipList.Num() > 0 && !defaultLoadscreen ) { if ( autoswapsRunning ) { renderSystem->EndAutomaticBackgroundSwaps(); } nextLoadTip = time + LOAD_TIP_CHANGE_INTERVAL; const int rnd = time % loadTipList.Num(); idStrStatic<20> tipId; tipId.Format( "#str_loadtip_%d", loadTipList[ rnd ] ); loadTipList.RemoveIndex( rnd ); idSWFTextInstance * txtVal = loadGUI->GetRootObject().GetNestedText( "txtDesc" ); if ( txtVal != NULL ) { if ( isHellMap ) { txtVal->SetText( va( "\n%s", idLocalization::GetString( tipId ) ) ); } else { txtVal->SetText( idLocalization::GetString( tipId ) ); } txtVal->SetStrokeInfo( true, 1.75f, 0.75f ); } UpdateScreen( false ); if ( autoswapsRunning ) { renderSystem->BeginAutomaticBackgroundSwaps( icon ); } } }
/* ============== RenderBumpTriangles ============== */ static void RenderBumpTriangles( srfTriangles_t *lowMesh, renderBump_t *rb ) { int i, j; RB_SetGL2D(); qglDisable( GL_CULL_FACE ); qglColor3f( 1, 1, 1 ); qglMatrixMode( GL_PROJECTION ); qglLoadIdentity(); qglOrtho( 0, 1, 1, 0, -1, 1 ); qglDisable( GL_BLEND ); qglMatrixMode( GL_MODELVIEW ); qglLoadIdentity(); qglDisable( GL_DEPTH_TEST ); qglClearColor(1,0,0,1); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); qglColor3f( 1, 1, 1 ); // create smoothed normals for the surface, which might be // different than the normals at the vertexes if the // surface uses unsmoothedNormals, which only takes the // normal from a single triangle. We need properly smoothed // normals to make sure that the traces always go off normal // to the true surface. idVec3 *lowMeshNormals = (idVec3 *)Mem_ClearedAlloc( lowMesh->numVerts * sizeof( *lowMeshNormals ) ); R_DeriveFacePlanes( lowMesh ); R_CreateSilIndexes( lowMesh ); // recreate, merging the mirrored verts back together const idPlane *planes = lowMesh->facePlanes; for ( i = 0 ; i < lowMesh->numIndexes ; i += 3, planes++ ) { for ( j = 0 ; j < 3 ; j++ ) { int index; index = lowMesh->silIndexes[i+j]; lowMeshNormals[index] += (*planes).Normal(); } } // normalize and replicate from silIndexes to all indexes for ( i = 0 ; i < lowMesh->numIndexes ; i++ ) { lowMeshNormals[lowMesh->indexes[i]] = lowMeshNormals[lowMesh->silIndexes[i]]; lowMeshNormals[lowMesh->indexes[i]].Normalize(); } // rasterize each low poly face for ( j = 0 ; j < lowMesh->numIndexes ; j+=3 ) { // pump the event loop so the window can be dragged around Sys_GenerateEvents(); RasterizeTriangle( lowMesh, lowMeshNormals, j/3, rb ); qglClearColor(1,0,0,1); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); qglRasterPos2f( 0, 1 ); qglPixelZoom( glConfig.vidWidth / (float)rb->width, glConfig.vidHeight / (float)rb->height ); qglDrawPixels( rb->width, rb->height, GL_RGBA, GL_UNSIGNED_BYTE, rb->localPic ); qglPixelZoom( 1, 1 ); qglFlush(); GLimp_SwapBuffers(); } Mem_Free( lowMeshNormals ); }