예제 #1
0
/*
=================
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
	}
}
예제 #2
0
/*
===============
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();
}
예제 #3
0
/*
===============
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 );
		}
	}
}
예제 #4
0
/*
==============
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 );
}