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📄 r_main.c

📁 quake1 dos源代码最新版本
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	if (!r_drawentities->value)
		return;

	for (i=0 ; i<cl_numvisedicts ; i++)
	{
		currententity = cl_visedicts[i];

		if (currententity == &cl_entities[cl.viewentity])
// 2000-01-09 ChaseCam fix by FrikaC  start
		{
			if (!chase_active->value)
			{
// 2000-01-09 ChaseCam fix by FrikaC  end
				continue;	// don't draw the player
// 2000-01-09 ChaseCam fix by FrikaC  start
			}
			else
			{
				currententity->angles[0] *= 0.3;
			}
		}
// 2000-01-09 ChaseCam fix by FrikaC  end

		switch (currententity->model->type)
		{
		case mod_sprite:
			VectorCopy (currententity->origin, r_entorigin);
			VectorSubtract (r_origin, r_entorigin, modelorg);
			R_DrawSprite ();
			break;

		case mod_alias:
			VectorCopy (currententity->origin, r_entorigin);
			VectorSubtract (r_origin, r_entorigin, modelorg);

		// see if the bounding box lets us trivially reject, also sets
		// trivial accept status
			if (R_AliasCheckBBox ())
			{
				j = R_LightPoint (currententity->origin);

				lighting.ambientlight = j;
				lighting.shadelight = j;

				lighting.plightvec = lightvec;

				for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
				{
					if (cl_dlights[lnum].die >= cl.time)
					{
						VectorSubtract (currententity->origin,
										cl_dlights[lnum].origin,
										dist);
						add = cl_dlights[lnum].radius - Length(dist);

						if (add > 0)
							lighting.ambientlight += add;
					}
				}

			// clamp lighting so it doesn't overbright as much
				if (lighting.ambientlight > 128)
					lighting.ambientlight = 128;
				if (lighting.ambientlight + lighting.shadelight > 192)
					lighting.shadelight = 192 - lighting.ambientlight;

				R_AliasDrawModel (&lighting);
			}

			break;

		default:
			break;
		}
	}
}

/*
=============
R_DrawViewModel
=============
*/
void R_DrawViewModel (void)
{
// FIXME: remove and do real lighting
	float		lightvec[3] = {-1, 0, 0};
	int			j;
	int			lnum;
	vec3_t		dist;
	float		add;
	dlight_t	*dl;

	if (!r_drawviewmodel->value || r_fov_greater_than_90)
		return;

// 2000-01-09 ChaseCam fix by FrikaC  start
	if (chase_active->value)
	{
		return;
	}
// 2000-01-09 ChaseCam fix by FrikaC  end

	if (cl.items & IT_INVISIBILITY)
		return;

	if (cl.stats[STAT_HEALTH] <= 0)
		return;

	currententity = &cl.viewent;
	if (!currententity->model)
		return;

	VectorCopy (currententity->origin, r_entorigin);
	VectorSubtract (r_origin, r_entorigin, modelorg);

	VectorCopy (vup, viewlightvec);
	VectorInverse (viewlightvec);

	j = R_LightPoint (currententity->origin);

	if (j < 24)
		j = 24;		// always give some light on gun
	r_viewlighting.ambientlight = j;
	r_viewlighting.shadelight = j;

// add dynamic lights
	for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
	{
		dl = &cl_dlights[lnum];
		if (!dl->radius)
			continue;
		if (!dl->radius)
			continue;
		if (dl->die < cl.time)
			continue;

		VectorSubtract (currententity->origin, dl->origin, dist);
		add = dl->radius - Length(dist);
		if (add > 0)
			r_viewlighting.ambientlight += add;
	}

// clamp lighting so it doesn't overbright as much
	if (r_viewlighting.ambientlight > 128)
		r_viewlighting.ambientlight = 128;
	if (r_viewlighting.ambientlight + r_viewlighting.shadelight > 192)
		r_viewlighting.shadelight = 192 - r_viewlighting.ambientlight;

	r_viewlighting.plightvec = lightvec;

#ifdef QUAKE2
	cl.light_level = r_viewlighting.ambientlight;
#endif

	R_AliasDrawModel (&r_viewlighting);
}


/*
=============
R_BmodelCheckBBox
=============
*/
int R_BmodelCheckBBox (model_t *clmodel, float *minmaxs)
{
	int			i, *pindex, clipflags;
	vec3_t		acceptpt, rejectpt;
	double		d;

	clipflags = 0;

	if (currententity->angles[0] || currententity->angles[1]
		|| currententity->angles[2])
	{
		for (i=0 ; i<4 ; i++)
		{
			d = DotProduct (currententity->origin, view_clipplanes[i].normal);
			d -= view_clipplanes[i].dist;

			if (d <= -clmodel->radius)
				return BMODEL_FULLY_CLIPPED;

			if (d <= clmodel->radius)
				clipflags |= (1<<i);
		}
	}
	else
	{
		for (i=0 ; i<4 ; i++)
		{
		// generate accept and reject points
		// FIXME: do with fast look-ups or integer tests based on the sign bit
		// of the floating point values

			pindex = pfrustum_indexes[i];

			rejectpt[0] = minmaxs[pindex[0]];
			rejectpt[1] = minmaxs[pindex[1]];
			rejectpt[2] = minmaxs[pindex[2]];

			d = DotProduct (rejectpt, view_clipplanes[i].normal);
			d -= view_clipplanes[i].dist;

			if (d <= 0)
				return BMODEL_FULLY_CLIPPED;

			acceptpt[0] = minmaxs[pindex[3+0]];
			acceptpt[1] = minmaxs[pindex[3+1]];
			acceptpt[2] = minmaxs[pindex[3+2]];

			d = DotProduct (acceptpt, view_clipplanes[i].normal);
			d -= view_clipplanes[i].dist;

			if (d <= 0)
				clipflags |= (1<<i);
		}
	}

	return clipflags;
}


/*
=============
R_DrawBEntitiesOnList
=============
*/
void R_DrawBEntitiesOnList (void)
{
	int			i, j, k, clipflags;
	vec3_t		oldorigin;
	model_t		*clmodel;
	float		minmaxs[6];

	if (!r_drawentities->value)
		return;

	VectorCopy (modelorg, oldorigin);
	insubmodel = true;
	r_dlightframecount = r_framecount;

	for (i=0 ; i<cl_numvisedicts ; i++)
	{
		currententity = cl_visedicts[i];

		switch (currententity->model->type)
		{
		case mod_brush:

			clmodel = currententity->model;

		// see if the bounding box lets us trivially reject, also sets
		// trivial accept status
			for (j=0 ; j<3 ; j++)
			{
				minmaxs[j] = currententity->origin[j] +
						clmodel->mins[j];
				minmaxs[3+j] = currententity->origin[j] +
						clmodel->maxs[j];
			}

			clipflags = R_BmodelCheckBBox (clmodel, minmaxs);

			if (clipflags != BMODEL_FULLY_CLIPPED)
			{
				VectorCopy (currententity->origin, r_entorigin);
				VectorSubtract (r_origin, r_entorigin, modelorg);
			// FIXME: is this needed?
				VectorCopy (modelorg, r_worldmodelorg);

				r_pcurrentvertbase = clmodel->vertexes;

			// FIXME: stop transforming twice
				R_RotateBmodel ();

			// calculate dynamic lighting for bmodel if it's not an
			// instanced model
				if (clmodel->firstmodelsurface != 0)
				{
					for (k=0 ; k<MAX_DLIGHTS ; k++)
					{
						if ((cl_dlights[k].die < cl.time) ||
							(!cl_dlights[k].radius))
						{
							continue;
						}

						R_MarkLights (&cl_dlights[k], 1<<k,
							clmodel->nodes + clmodel->hulls[0].firstclipnode);
					}
				}

			// if the driver wants polygons, deliver those. Z-buffering is on
			// at this point, so no clipping to the world tree is needed, just
			// frustum clipping
				if (r_drawpolys | r_drawculledpolys)
				{
					R_ZDrawSubmodelPolys (clmodel);
				}
				else
				{
					r_pefragtopnode = NULL;

					for (j=0 ; j<3 ; j++)
					{
						r_emins[j] = minmaxs[j];
						r_emaxs[j] = minmaxs[3+j];
					}

					R_SplitEntityOnNode2 (cl.worldmodel->nodes);

					if (r_pefragtopnode)
					{
						currententity->topnode = r_pefragtopnode;

						if (r_pefragtopnode->contents >= 0)
						{
						// not a leaf; has to be clipped to the world BSP
							r_clipflags = clipflags;
							R_DrawSolidClippedSubmodelPolygons (clmodel);
						}
						else
						{
						// falls entirely in one leaf, so we just put all the
						// edges in the edge list and let 1/z sorting handle
						// drawing order
							R_DrawSubmodelPolygons (clmodel, clipflags);
						}

						currententity->topnode = NULL;
					}
				}

			// put back world rotation and frustum clipping
			// FIXME: R_RotateBmodel should just work off base_vxx
				VectorCopy (base_vpn, vpn);
				VectorCopy (base_vup, vup);
				VectorCopy (base_vright, vright);
				VectorCopy (base_modelorg, modelorg);
				VectorCopy (oldorigin, modelorg);
				R_TransformFrustum ();
			}

			break;

		default:
			break;
		}
	}

	insubmodel = false;
}


/*
================
R_EdgeDrawing
================
*/
void R_EdgeDrawing (void)
{
	edge_t	ledges[NUMSTACKEDGES +
				((CACHE_SIZE - 1) / sizeof(edge_t)) + 1];
	surf_t	lsurfs[NUMSTACKSURFACES +
				((CACHE_SIZE - 1) / sizeof(surf_t)) + 1];

	if (auxedges)
	{
		r_edges = auxedges;
	}
	else
	{
		r_edges =  (edge_t *)
				(((long)&ledges[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
	}

	if (r_surfsonstack)
	{
		surfaces =  (surf_t *)
				(((long)&lsurfs[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
		surf_max = &surfaces[r_cnumsurfs];
	// surface 0 doesn't really exist; it's just a dummy because index 0
	// is used to indicate no edge attached to surface
		surfaces--;
		R_SurfacePatch ();
	}

	R_BeginEdgeFrame ();

	if (r_dspeeds->value)
	{
		rw_time1 = Sys_FloatTime ();
	}

	R_RenderWorld ();

	if (r_drawculledpolys)
		R_ScanEdges ();

// only the world can be drawn back to front with no z reads or compares, just
// z writes, so have the driver turn z compares on now
	D_TurnZOn ();

	if (r_dspeeds->value)
	{
		rw_time2 = Sys_FloatTime ();
		db_time1 = rw_time2;
	}

	R_DrawBEntitiesOnList ();

	if (r_dspeeds->value)
	{
		db_time2 = Sys_FloatTime ();
		se_time1 = db_time2;
	}

	if (!r_dspeeds->value)
	{
		VID_UnlockBuffer ();
		S_ExtraUpdate ();	// don't let sound get messed up if going slow
		VID_LockBuffer ();
	}

	if (!(r_drawpolys | r_drawculledpolys))
		R_ScanEdges ();
}


/*
================
R_RenderView

r_refdef must be set before the first call
================
*/
void R_RenderView_ (void)
{
	byte	warpbuffer[WARP_WIDTH * WARP_HEIGHT];

	r_warpbuffer = warpbuffer;

	if (r_timegraph->value || r_speeds->value || r_dspeeds->value)
		r_time1 = Sys_FloatTime ();

	R_SetupFrame ();

#ifdef PASSAGES
SetVisibilityByPassages ();
#else
	R_MarkLeaves ();	// done here so we know if we're in water
#endif

// make FDIV fast. This reduces timing precision after we've been running for a
// while, so we don't do it globally.  This also sets chop mode, and we do it
// here so that setup stuff like the refresh area calculations match what's
// done in screen.c
	Sys_LowFPPrecision ();

	if (!cl_entities[0].model || !cl.worldmodel)
		Sys_Error ("R_RenderView: NULL worldmodel");

	if (!r_dspeeds->value)
	{
		VID_UnlockBuffer ();
		S_ExtraUpdate ();	// don't let sound get messed up if going slow
		VID_LockBuffer ();
	}

	R_EdgeDrawing ();

	if (!r_dspeeds->value)
	{
		VID_UnlockBuffer ();
		S_ExtraUpdate ();	// don't let sound get messed up if going slow
		VID_LockBuffer ();
	}

	if (r_dspeeds->value)
	{
		se_time2 = Sys_FloatTime ();
		de_time1 = se_time2;
	}

	R_DrawEntitiesOnList ();

	if (r_dspeeds->value)
	{
		de_time2 = Sys_FloatTime ();
		dv_time1 = de_time2;
	}

	R_DrawViewModel ();

	if (r_dspeeds->value)
	{
		dv_time2 = Sys_FloatTime ();
		dp_time1 = Sys_FloatTime ();
	}

	R_DrawParticles ();

	if (r_dspeeds->value)
		dp_time2 = Sys_FloatTime ();

	if (r_dowarp)
		D_WarpScreen ();

	V_SetContentsColor (r_viewleaf->contents);

	if (r_timegraph->value)
		R_TimeGraph ();

	if (r_aliasstats->value)
		R_PrintAliasStats ();

	if (r_speeds->value)
		R_PrintTimes ();

	if (r_dspeeds->value)
		R_PrintDSpeeds ();

	if (r_reportsurfout->value && r_outofsurfaces)
		Con_Printf ("Short %d surfaces\n", r_outofsurfaces);

	if (r_reportedgeout->value && r_outofedges)
		Con_Printf ("Short roughly %d edges\n", r_outofedges * 2 / 3);

// back to high floating-point precision
	Sys_HighFPPrecision ();
}

void R_RenderView (void)
{
	int		dummy;
	int		delta;

	delta = (byte *)&dummy - r_stack_start;
	if (delta < -10000 || delta > 10000)
		Sys_Error ("R_RenderView: called without enough stack");

	if ( Hunk_LowMark() & 3 )
		Sys_Error ("Hunk is missaligned");

	if ( (long)(&dummy) & 3 )
		Sys_Error ("Stack is missaligned");

	if ( (long)(&r_warpbuffer) & 3 )
		Sys_Error ("Globals are missaligned");

	R_RenderView_ ();
}

/*
================
R_InitTurb
================
*/
void R_InitTurb (void)
{
	int		i;

	for (i=0 ; i<(SIN_BUFFER_SIZE) ; i++)
	{
		sintable[i] = AMP + sin(i*3.14159*2/CYCLE)*AMP;
		intsintable[i] = AMP2 + sin(i*3.14159*2/CYCLE)*AMP2;	// AMP2, not 20
	}
}

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