/* ================ R_RenderScene r_refdef must be set before the first call ================ */ void R_RenderScene (void) { R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water R_DrawWorld (); // adds static entities to the list S_ExtraUpdate (); // don't let sound get messed up if going slow R_DrawEntitiesOnList (); GL_DisableMultitexture(); R_RenderDlights (); R_DrawParticles (); #ifdef GLTEST Test_Draw (); #endif }
/* ================ R_RenderScene ================ */ void R_RenderScene (void) { R_SetupScene (); //johnfitz -- this does everything that should be done once per call to RenderScene Fog_EnableGFog (); //johnfitz Sky_DrawSky (); //johnfitz R_DrawWorld (); S_ExtraUpdate (); // don't let sound get messed up if going slow R_DrawShadows (); //johnfitz -- render entity shadows R_DrawEntitiesOnList (false); //johnfitz -- false means this is the pass for nonalpha entities R_DrawTextureChains_Water (); //johnfitz -- drawn here since they might have transparency R_DrawEntitiesOnList (true); //johnfitz -- true means this is the pass for alpha entities R_RenderDlights (); //triangle fan dlights -- johnfitz -- moved after water R_DrawParticles (); Fog_DisableGFog (); //johnfitz R_DrawViewModel (); //johnfitz -- moved here from R_RenderView R_ShowTris (); //johnfitz R_ShowBoundingBoxes (); //johnfitz }
/* ================ R_RenderScene r_refdef must be set before the first call ================ */ void R_RenderScene (void) { R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water /* Experimenting with lighting. glEnable(GL_LIGHTING); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); GLfloat specular[4] = {1, 1, 1, 1}; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); int li = 0; for (; li < 8; li += 1) { if (cl_dlights[li].die >= cl.time && cl_dlights[li].radius) { GLfloat pos[4] = { cl_dlights[li].origin[0], cl_dlights[li].origin[1], cl_dlights[li].origin[2], 1.0}; glLightfv(GL_LIGHT0+li, GL_POSITION, pos); glLightf(GL_LIGHT0+li, GL_CONSTANT_ATTENUATION, 0.1); glEnable(GL_LIGHT0+li); } else { break; } } */ R_DrawWorld (); // adds static entities to the list S_ExtraUpdate (); // don't let sound get messed up if going slow /*for (li -=1; li >= 0; li -= 1) { glDisable(GL_LIGHT0+li); } glDisable(GL_LIGHTING);*/ R_DrawEntitiesOnList (); GL_DisableMultitexture(); R_RenderDlights (); R_DrawParticles (); #ifdef GLTEST Test_Draw (); #endif }
/** * @brief Draws the specified subset of elements. */ static void R_DrawElements_(const r_element_t *e, const size_t count) { switch (e->type) { case ELEMENT_BSP_SURFACE_BLEND: R_DrawBspSurfaceElements(e, count, R_DrawBlendBspSurfaces); break; case ELEMENT_BSP_SURFACE_BLEND_WARP: R_DrawBspSurfaceElements(e, count, R_DrawBlendWarpBspSurfaces); break; case ELEMENT_ENTITY: break; case ELEMENT_PARTICLE: R_DrawParticles(e, count); break; default: break; } }
/* * @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(); }
/** * @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(); }
// render frame (3-D part) ---------------------------------------------------- // INLINE void Gm_RenderFrame() { // maintain sound AUDs_MaintainSound(); // reset polygon count NumRenderedPolygons = 0; // next visframe CurVisibleFrame++; if ( CurVisibleFrame == VISFRAME_NEVER ) { CurVisibleFrame = VISFRAME_START; } // viewcam for 3-D frame CAMERA_BeginFrameView(); // transform frustum into world-space BackTransformVolume( ViewCamera, View_Volume, World_ViewVolume, 0x3f ); CULL_MakeVolumeCullVolume( World_ViewVolume, World_CullVolume, 0x3f ); // draw fixed stars/panorama Gm_DrawFixedStars(); // draw pseudo stars Gm_DrawPseudoStars(); // local ship always considered visible MyShip->VisibleFrame = CurVisibleFrame; // determine visible polygonal objects ScanActiveObjects( ViewCamera ); CHECKMEMINTEGRITY(); CHECKLISTINTEGRITY(); // walk callbacks before drawing world objects CALLBACK_WalkCallbacks( CBTYPE_DRAW_OBJECTS ); // draw visible polygonal objects R_DrawWorld( ViewCamera ); // walk callbacks before drawing particles CALLBACK_WalkCallbacks( CBTYPE_DRAW_PARTICLES ); // draw visible particles R_DrawParticles(); // walk callbacks for custom iter objects CALLBACK_WalkCallbacks( CBTYPE_DRAW_CUSTOM_ITER ); // walk callbacks before drawing effects CALLBACK_WalkCallbacks( CBTYPE_DRAW_EFFECTS ); // draw lens flare R_DrawLensFlare(); // standard viewcam CAMERA_EndFrameView(); // maintain sound AUDs_MaintainSound(); }