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https://github.com/w23/xash3d-fwgs
synced 2024-12-14 04:59:58 +01:00
06a7de02a8
Entity data gets reallocate on every NewMap regardless of whether it was a load from a save. Thus all entity pointers and data are invalidated. EntityData keeps things using pointers as keys. Make sure it is properly cleared on `R_NewMap()` Fixes #562
775 lines
19 KiB
C
775 lines
19 KiB
C
#include "vk_scene.h"
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#include "vk_brush.h"
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#include "vk_staging.h"
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#include "vk_studio.h"
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#include "vk_lightmap.h"
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#include "vk_const.h"
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#include "vk_render.h"
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#include "vk_geometry.h"
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#include "vk_math.h"
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#include "vk_common.h"
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#include "vk_core.h"
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#include "vk_sprite.h"
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#include "vk_beams.h"
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#include "vk_light.h"
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#include "vk_rtx.h"
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#include "vk_textures.h"
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#include "vk_cvar.h"
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#include "vk_materials.h"
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#include "camera.h"
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#include "vk_mapents.h"
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#include "profiler.h"
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#include "vk_entity_data.h"
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#include "vk_logs.h"
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#include "com_strings.h"
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#include "ref_params.h"
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#include "eiface.h"
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#include "pm_movevars.h"
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#include <stdlib.h> // qsort
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#include <memory.h>
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#define LOG_MODULE LogModule_Misc
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#define PROFILER_SCOPES(X) \
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X(scene_render, "VK_SceneRender"); \
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X(draw_viewmodel, "draw viewmodel"); \
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X(draw_worldbrush, "draw worldbrush"); \
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X(draw_opaques, "draw opaque entities"); \
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X(draw_opaque_beams, "draw opaque beams"); \
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X(draw_translucent, "draw translucent entities"); \
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X(draw_transparent_beams, "draw transparent beams"); \
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#define SCOPE_DECLARE(scope, name) APROF_SCOPE_DECLARE(scope)
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PROFILER_SCOPES(SCOPE_DECLARE)
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#undef SCOPE_DECLARE
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typedef struct vk_trans_entity_s {
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struct cl_entity_s *entity;
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int render_mode;
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} vk_trans_entity_t;
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typedef struct draw_list_s {
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struct cl_entity_s *solid_entities[MAX_SCENE_ENTITIES]; // opaque moving or alpha brushes
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vk_trans_entity_t trans_entities[MAX_SCENE_ENTITIES]; // translucent brushes or studio models kek
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struct cl_entity_s *beam_entities[MAX_SCENE_ENTITIES];
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uint num_solid_entities;
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uint num_trans_entities;
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uint num_beam_entities;
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} draw_list_t;
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static struct {
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draw_list_t draw_stack[MAX_SCENE_STACK];
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int draw_stack_pos;
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draw_list_t *draw_list;
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} g_lists;
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static void loadLights( const model_t *const map ) {
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RT_LightsLoadBegin(map);
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const int num_models = gEngine.EngineGetParm( PARM_NUMMODELS, 0 );
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for( int i = 0; i < num_models; i++ ) {
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const model_t *const mod = gEngine.pfnGetModelByIndex( i + 1 );
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if (!mod)
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continue;
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if( mod->type != mod_brush )
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continue;
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const qboolean is_worldmodel = i == 0;
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R_VkBrushModelCollectEmissiveSurfaces(mod, is_worldmodel);
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}
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// Load static map lights
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// Reads surfaces from loaded brush models (must happen after all brushes are loaded)
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RT_LightsLoadEnd();
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}
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// Clears all old map data
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static void mapLoadBegin( const model_t *const map ) {
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R_StudioCacheClear();
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R_GeometryBuffer_MapClear();
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VK_ClearLightmap();
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// This is to ensure that we have computed lightstyles properly
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VK_RunLightStyles();
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if (vk_core.rtx)
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VK_RayNewMap();
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RT_LightsNewMap(map);
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}
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static void mapLoadEnd(const model_t *const map) {
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// TODO should we do something like VK_BrushEndLoad?
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VK_UploadLightmap();
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}
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static void preloadModels( void ) {
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const int num_models = gEngine.EngineGetParm( PARM_NUMMODELS, 0 );
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// Load all models at once
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DEBUG( "Num models: %d:", num_models );
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for( int i = 0; i < num_models; i++ )
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{
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model_t *m;
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if(( m = gEngine.pfnGetModelByIndex( i + 1 )) == NULL )
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continue;
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DEBUG( " %d: name=%s, type=%d, submodels=%d, nodes=%d, surfaces=%d, nummodelsurfaces=%d", i, m->name, m->type, m->numsubmodels, m->numnodes, m->numsurfaces, m->nummodelsurfaces);
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switch (m->type) {
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case mod_brush:
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if (!VK_BrushModelLoad(m))
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gEngine.Host_Error( "Couldn't load brush model %s\n", m->name );
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break;
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case mod_studio:
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if (!R_StudioModelPreload(m))
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gEngine.Host_Error( "Couldn't preload studio model %s\n", m->name );
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break;
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default:
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break;
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}
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}
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}
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static void loadMap(const model_t* const map) {
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VK_LogsReadCvar();
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mapLoadBegin(map);
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R_SpriteNewMapFIXME();
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// Load light entities and patch data prior to loading map brush model
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XVK_ParseMapEntities();
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// Load PBR materials (depends on wadlist from parsed map entities)
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XVK_ReloadMaterials();
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// Parse patch data
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// Depends on loaded materials. Must preceed loading brush models.
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XVK_ParseMapPatches();
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preloadModels();
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loadLights(map);
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mapLoadEnd(map);
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}
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static void reloadPatches( void ) {
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INFO("Reloading patches and materials");
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R_VkStagingFlushSync();
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XVK_CHECK(vkDeviceWaitIdle( vk_core.device ));
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VK_BrushModelDestroyAll();
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const model_t *const map = gEngine.pfnGetModelByIndex( 1 );
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loadMap(map);
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R_VkStagingFlushSync();
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}
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void VK_SceneInit( void )
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{
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PROFILER_SCOPES(APROF_SCOPE_INIT);
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g_lists.draw_list = g_lists.draw_stack;
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g_lists.draw_stack_pos = 0;
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if (vk_core.rtx) {
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gEngine.Cmd_AddCommand("vk_rtx_reload_patches", reloadPatches, "Reload patched entities, lights and extra PBR materials");
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}
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}
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#define R_ModelOpaque( rm ) ( rm == kRenderNormal )
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int R_FIXME_GetEntityRenderMode( cl_entity_t *ent )
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{
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//int i, opaque, trans;
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//mstudiotexture_t *ptexture;
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model_t *model;
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//studiohdr_t *phdr;
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/* TODO
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if( ent->player ) // check it for real playermodel
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model = R_StudioSetupPlayerModel( ent->curstate.number - 1 );
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else */ model = ent->model;
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if( R_ModelOpaque( ent->curstate.rendermode ))
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{
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if(( model && model->type == mod_brush ) && FBitSet( model->flags, MODEL_TRANSPARENT ))
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return kRenderTransAlpha;
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}
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/* TODO studio models hack
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ptexture = (mstudiotexture_t *)((byte *)phdr + phdr->textureindex);
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for( opaque = trans = i = 0; i < phdr->numtextures; i++, ptexture++ )
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{
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// ignore chrome & additive it's just a specular-like effect
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if( FBitSet( ptexture->flags, STUDIO_NF_ADDITIVE ) && !FBitSet( ptexture->flags, STUDIO_NF_CHROME ))
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trans++;
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else opaque++;
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}
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// if model is more additive than opaque
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if( trans > opaque )
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return kRenderTransAdd;
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*/
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return ent->curstate.rendermode;
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}
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void R_SceneMapDestroy( void ) {
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VK_BrushModelDestroyAll();
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}
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// tell the renderer what new map is started
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void R_NewMap( void ) {
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const model_t *const map = gEngine.pfnGetModelByIndex( 1 );
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// Existence of cache.data for the world means that we've already have loaded this map
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// and this R_NewMap call is from within loading of a saved game.
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const qboolean is_save_load = !!gEngine.pfnGetModelByIndex( 1 )->cache.data;
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INFO( "R_NewMap, loading save: %d", is_save_load );
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// New map causes entites to be reallocated regardless of whether it was save-load.
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// This realloc invalidates all previous entity data and pointers.
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// Make sure that EntityData doesn't accidentally reference old pointers.
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VK_EntityDataClear();
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// Skip clearing already loaded data if the map hasn't changed.
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if (is_save_load)
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return;
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// Make sure that we're not rendering anything before starting to mess with GPU objects
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XVK_CHECK(vkDeviceWaitIdle(vk_core.device));
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XVK_SetupSky( gEngine.pfnGetMoveVars()->skyName );
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loadMap(map);
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R_StudioResetPlayerModels();
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}
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qboolean R_AddEntity( struct cl_entity_s *clent, int type )
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{
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/* if( !r_drawentities->value ) */
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/* return false; // not allow to drawing */
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int render_mode;
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if( !clent || !clent->model )
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return false; // if set to invisible, skip
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if( FBitSet( clent->curstate.effects, EF_NODRAW ))
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return false; // done
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render_mode = R_FIXME_GetEntityRenderMode( clent );
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/* TODO
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if( !R_ModelOpaque( clent->curstate.rendermode ) && CL_FxBlend( clent ) <= 0 )
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return true; // invisible
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switch( type )
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{
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case ET_FRAGMENTED:
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r_stats.c_client_ents++;
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break;
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case ET_TEMPENTITY:
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r_stats.c_active_tents_count++;
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break;
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default: break;
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}
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*/
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if( render_mode == kRenderNormal )
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{
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if( g_lists.draw_list->num_solid_entities >= ARRAYSIZE(g_lists.draw_list->solid_entities) )
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return false;
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g_lists.draw_list->solid_entities[g_lists.draw_list->num_solid_entities] = clent;
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g_lists.draw_list->num_solid_entities++;
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}
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else
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{
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if( g_lists.draw_list->num_trans_entities >= ARRAYSIZE(g_lists.draw_list->trans_entities) )
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return false;
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g_lists.draw_list->trans_entities[g_lists.draw_list->num_trans_entities] = (vk_trans_entity_t){ clent, render_mode };
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g_lists.draw_list->num_trans_entities++;
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}
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return true;
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}
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void R_ProcessEntData( qboolean allocate )
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{
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if( !allocate )
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{
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g_lists.draw_list->num_solid_entities = 0;
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g_lists.draw_list->num_trans_entities = 0;
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g_lists.draw_list->num_beam_entities = 0;
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}
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if( gEngine.drawFuncs->R_ProcessEntData )
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gEngine.drawFuncs->R_ProcessEntData( allocate );
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}
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void R_ClearScreen( void )
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{
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g_lists.draw_list->num_solid_entities = 0;
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g_lists.draw_list->num_trans_entities = 0;
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g_lists.draw_list->num_beam_entities = 0;
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// clear the scene befor start new frame
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if( gEngine.drawFuncs->R_ClearScene != NULL )
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gEngine.drawFuncs->R_ClearScene();
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}
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void R_PushScene( void )
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{
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if( ++g_lists.draw_stack_pos >= MAX_SCENE_STACK )
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gEngine.Host_Error( "draw stack overflow\n" );
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g_lists.draw_list = &g_lists.draw_stack[g_lists.draw_stack_pos];
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}
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void R_PopScene( void )
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{
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if( --g_lists.draw_stack_pos < 0 )
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gEngine.Host_Error( "draw stack underflow\n" );
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g_lists.draw_list = &g_lists.draw_stack[g_lists.draw_stack_pos];
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}
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// clear the render entities before each frame
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void R_ClearScene( void )
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{
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g_lists.draw_list->num_solid_entities = 0;
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g_lists.draw_list->num_trans_entities = 0;
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g_lists.draw_list->num_beam_entities = 0;
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}
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void R_RenderScene( void )
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{
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PRINT_NOT_IMPLEMENTED();
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}
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static void R_RotateForEntity( matrix4x4 out, const cl_entity_t *e )
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{
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float scale = 1.0f;
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// TODO we should be able to remove this, as worldmodel is draw in a separate code path
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if( e == gEngine.GetEntityByIndex( 0 ) )
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{
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Matrix4x4_LoadIdentity(out);
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return;
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}
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if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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Matrix4x4_CreateFromEntity( out, e->angles, e->origin, scale );
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}
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// FIXME find a better place for this function
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static int R_RankForRenderMode( int rendermode )
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{
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switch( rendermode )
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{
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case kRenderTransTexture:
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return 1; // draw second
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case kRenderTransAdd:
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return 2; // draw third
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case kRenderGlow:
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return 3; // must be last!
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}
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return 0;
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}
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/*
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===============
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R_TransEntityCompare
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Sorting translucent entities by rendermode then by distance
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FIXME find a better place for this function
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===============
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*/
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static int R_TransEntityCompare( const void *a, const void *b)
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{
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vk_trans_entity_t *tent1, *tent2;
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cl_entity_t *ent1, *ent2;
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vec3_t vecLen, org;
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float dist1, dist2;
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int rendermode1;
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int rendermode2;
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tent1 = (vk_trans_entity_t*)a;
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tent2 = (vk_trans_entity_t*)b;
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ent1 = tent1->entity;
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ent2 = tent2->entity;
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rendermode1 = tent1->render_mode;
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rendermode2 = tent2->render_mode;
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// sort by distance
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if( ent1->model->type != mod_brush || rendermode1 != kRenderTransAlpha )
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{
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VectorAverage( ent1->model->mins, ent1->model->maxs, org );
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VectorAdd( ent1->origin, org, org );
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VectorSubtract( g_camera.vieworg, org, vecLen );
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dist1 = DotProduct( vecLen, vecLen );
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}
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else dist1 = 1000000000;
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if( ent2->model->type != mod_brush || rendermode2 != kRenderTransAlpha )
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{
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VectorAverage( ent2->model->mins, ent2->model->maxs, org );
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VectorAdd( ent2->origin, org, org );
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VectorSubtract( g_camera.vieworg, org, vecLen );
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dist2 = DotProduct( vecLen, vecLen );
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}
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else dist2 = 1000000000;
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if( dist1 > dist2 )
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return -1;
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if( dist1 < dist2 )
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return 1;
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// then sort by rendermode
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if( R_RankForRenderMode( rendermode1 ) > R_RankForRenderMode( rendermode2 ))
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return 1;
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if( R_RankForRenderMode( rendermode1 ) < R_RankForRenderMode( rendermode2 ))
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return -1;
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return 0;
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}
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// FIXME where should this function be
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#define RP_NORMALPASS() true // FIXME ???
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int CL_FxBlend( cl_entity_t *e ) // FIXME do R_SetupFrustum: , vec3_t vforward )
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{
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int blend = 0;
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float offset, dist;
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vec3_t tmp;
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offset = ((int)e->index ) * 363.0f; // Use ent index to de-sync these fx
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switch( e->curstate.renderfx )
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{
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case kRenderFxPulseSlowWide:
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blend = e->curstate.renderamt + 0x40 * sin( gpGlobals->time * 2 + offset );
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break;
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case kRenderFxPulseFastWide:
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blend = e->curstate.renderamt + 0x40 * sin( gpGlobals->time * 8 + offset );
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break;
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case kRenderFxPulseSlow:
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blend = e->curstate.renderamt + 0x10 * sin( gpGlobals->time * 2 + offset );
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break;
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case kRenderFxPulseFast:
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blend = e->curstate.renderamt + 0x10 * sin( gpGlobals->time * 8 + offset );
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break;
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case kRenderFxFadeSlow:
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if( RP_NORMALPASS( ))
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{
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if( e->curstate.renderamt > 0 )
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e->curstate.renderamt -= 1;
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else e->curstate.renderamt = 0;
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}
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blend = e->curstate.renderamt;
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break;
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case kRenderFxFadeFast:
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if( RP_NORMALPASS( ))
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{
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if( e->curstate.renderamt > 3 )
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e->curstate.renderamt -= 4;
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else e->curstate.renderamt = 0;
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}
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blend = e->curstate.renderamt;
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break;
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case kRenderFxSolidSlow:
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if( RP_NORMALPASS( ))
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{
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if( e->curstate.renderamt < 255 )
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e->curstate.renderamt += 1;
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else e->curstate.renderamt = 255;
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}
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blend = e->curstate.renderamt;
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break;
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case kRenderFxSolidFast:
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if( RP_NORMALPASS( ))
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{
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if( e->curstate.renderamt < 252 )
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e->curstate.renderamt += 4;
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else e->curstate.renderamt = 255;
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}
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blend = e->curstate.renderamt;
|
|
break;
|
|
case kRenderFxStrobeSlow:
|
|
blend = 20 * sin( gpGlobals->time * 4 + offset );
|
|
if( blend < 0 ) blend = 0;
|
|
else blend = e->curstate.renderamt;
|
|
break;
|
|
case kRenderFxStrobeFast:
|
|
blend = 20 * sin( gpGlobals->time * 16 + offset );
|
|
if( blend < 0 ) blend = 0;
|
|
else blend = e->curstate.renderamt;
|
|
break;
|
|
case kRenderFxStrobeFaster:
|
|
blend = 20 * sin( gpGlobals->time * 36 + offset );
|
|
if( blend < 0 ) blend = 0;
|
|
else blend = e->curstate.renderamt;
|
|
break;
|
|
case kRenderFxFlickerSlow:
|
|
blend = 20 * (sin( gpGlobals->time * 2 ) + sin( gpGlobals->time * 17 + offset ));
|
|
if( blend < 0 ) blend = 0;
|
|
else blend = e->curstate.renderamt;
|
|
break;
|
|
case kRenderFxFlickerFast:
|
|
blend = 20 * (sin( gpGlobals->time * 16 ) + sin( gpGlobals->time * 23 + offset ));
|
|
if( blend < 0 ) blend = 0;
|
|
else blend = e->curstate.renderamt;
|
|
break;
|
|
case kRenderFxHologram:
|
|
case kRenderFxDistort:
|
|
VectorCopy( e->origin, tmp );
|
|
VectorSubtract( tmp, g_camera.vieworg, tmp );
|
|
dist = DotProduct( tmp, g_camera.vforward );
|
|
|
|
// turn off distance fade
|
|
if( e->curstate.renderfx == kRenderFxDistort )
|
|
dist = 1;
|
|
|
|
if( dist <= 0 )
|
|
{
|
|
blend = 0;
|
|
}
|
|
else
|
|
{
|
|
e->curstate.renderamt = 180;
|
|
if( dist <= 100 ) blend = e->curstate.renderamt;
|
|
else blend = (int) ((1.0f - ( dist - 100 ) * ( 1.0f / 400.0f )) * e->curstate.renderamt );
|
|
blend += gEngine.COM_RandomLong( -32, 31 );
|
|
}
|
|
break;
|
|
default:
|
|
blend = e->curstate.renderamt;
|
|
break;
|
|
}
|
|
|
|
blend = bound( 0, blend, 255 );
|
|
|
|
return blend;
|
|
}
|
|
|
|
static void drawEntity( cl_entity_t *ent, int render_mode )
|
|
{
|
|
const model_t *mod = ent->model;
|
|
matrix4x4 model;
|
|
|
|
if (!mod)
|
|
return;
|
|
|
|
// handle studiomodels with custom rendermodes on texture
|
|
const float blend = render_mode == kRenderNormal ? 1.f : CL_FxBlend( ent ) / 255.0f;
|
|
|
|
// TODO ref_gl does this earlier (when adding entity), can we too?
|
|
if( blend <= 0.0f )
|
|
return;
|
|
|
|
switch (mod->type)
|
|
{
|
|
case mod_brush:
|
|
R_RotateForEntity( model, ent );
|
|
|
|
// If this is potentially a func_wall model
|
|
if (ent->model->name[0] == '*') {
|
|
for (int i = 0; i < g_map_entities.func_walls_count; ++i) {
|
|
xvk_mapent_func_wall_t *const fw = g_map_entities.func_walls + i;
|
|
if (Q_strcmp(ent->model->name, fw->model) == 0) {
|
|
/* DEBUG("ent->index=%d (%s) mapent:%d off=%f %f %f", */
|
|
/* ent->index, ent->model->name, fw->entity_index, */
|
|
/* fw->origin[0], fw->origin[1], fw->origin[2]); */
|
|
Matrix3x4_LoadIdentity(model);
|
|
Matrix4x4_SetOrigin(model, fw->origin[0], fw->origin[1], fw->origin[2]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
VK_BrushModelDraw( ent, render_mode, blend, model );
|
|
break;
|
|
|
|
case mod_studio:
|
|
// TODO R_RotateForEntity ?
|
|
VK_StudioDrawModel( ent, render_mode, blend );
|
|
break;
|
|
|
|
case mod_sprite:
|
|
R_VkSpriteDrawModel( ent, blend );
|
|
break;
|
|
|
|
case mod_alias:
|
|
case mod_bad:
|
|
PRINT_NOT_IMPLEMENTED();
|
|
break;
|
|
}
|
|
}
|
|
|
|
static float g_frametime = 0;
|
|
|
|
void VK_SceneRender( const ref_viewpass_t *rvp ) {
|
|
APROF_SCOPE_BEGIN_EARLY(scene_render);
|
|
const cl_entity_t* const local_player = gEngine.GetLocalPlayer();
|
|
|
|
g_frametime = /*FIXME VK RP_NORMALPASS( )) ? */
|
|
gpGlobals->time - gpGlobals->oldtime
|
|
/* FIXME VK : 0.f */;
|
|
|
|
VK_RenderSetupCamera( rvp );
|
|
|
|
VK_RenderDebugLabelBegin( "opaque" );
|
|
|
|
// Draw view model
|
|
{
|
|
APROF_SCOPE_BEGIN(draw_viewmodel);
|
|
R_RunViewmodelEvents();
|
|
R_DrawViewModel();
|
|
APROF_SCOPE_END(draw_viewmodel);
|
|
}
|
|
|
|
// Draw world brush
|
|
{
|
|
APROF_SCOPE_BEGIN(draw_worldbrush);
|
|
cl_entity_t *world = gEngine.GetEntityByIndex( 0 );
|
|
if( world && world->model )
|
|
{
|
|
const float blend = 1.f;
|
|
VK_BrushModelDraw( world, kRenderNormal, blend, NULL );
|
|
}
|
|
APROF_SCOPE_END(draw_worldbrush);
|
|
}
|
|
|
|
{
|
|
// Draw flashlight for local player
|
|
if( FBitSet( local_player->curstate.effects, EF_DIMLIGHT )) {
|
|
RT_LightAddFlashlight(local_player, true);
|
|
}
|
|
}
|
|
|
|
APROF_SCOPE_BEGIN(draw_opaques);
|
|
// Draw opaque entities
|
|
for (int i = 0; i < g_lists.draw_list->num_solid_entities; ++i)
|
|
{
|
|
cl_entity_t *ent = g_lists.draw_list->solid_entities[i];
|
|
drawEntity(ent, kRenderNormal);
|
|
|
|
// Draw flashlight for other players
|
|
if( FBitSet( ent->curstate.effects, EF_DIMLIGHT ) && ent != local_player) {
|
|
RT_LightAddFlashlight(ent, false);
|
|
}
|
|
}
|
|
APROF_SCOPE_END(draw_opaques);
|
|
|
|
// Draw opaque beams
|
|
APROF_SCOPE_BEGIN(draw_opaque_beams);
|
|
gEngine.CL_DrawEFX( g_frametime, false );
|
|
APROF_SCOPE_END(draw_opaque_beams);
|
|
|
|
VK_RenderDebugLabelEnd();
|
|
|
|
VK_RenderDebugLabelBegin( "tranparent" );
|
|
|
|
{
|
|
APROF_SCOPE_BEGIN(draw_translucent);
|
|
// sort translucents entities by rendermode and distance
|
|
qsort( g_lists.draw_list->trans_entities, g_lists.draw_list->num_trans_entities, sizeof( vk_trans_entity_t ), R_TransEntityCompare );
|
|
|
|
// Draw transparent ents
|
|
for (int i = 0; i < g_lists.draw_list->num_trans_entities; ++i)
|
|
{
|
|
const vk_trans_entity_t *ent = g_lists.draw_list->trans_entities + i;
|
|
drawEntity(ent->entity, ent->render_mode);
|
|
}
|
|
APROF_SCOPE_END(draw_translucent);
|
|
}
|
|
|
|
// Draw transparent beams
|
|
APROF_SCOPE_BEGIN(draw_transparent_beams);
|
|
gEngine.CL_DrawEFX( g_frametime, true );
|
|
APROF_SCOPE_END(draw_transparent_beams);
|
|
|
|
VK_RenderDebugLabelEnd();
|
|
|
|
if (ui_infotool->value > 0)
|
|
XVK_CameraDebugPrintCenterEntity();
|
|
|
|
APROF_SCOPE_END(scene_render);
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_AddCustomBeam
|
|
|
|
Add the beam that encoded as custom entity
|
|
================
|
|
*/
|
|
void CL_AddCustomBeam( cl_entity_t *pEnvBeam )
|
|
{
|
|
if( g_lists.draw_list->num_beam_entities >= ARRAYSIZE(g_lists.draw_list->beam_entities) )
|
|
{
|
|
ERR("Too many beams %d!", g_lists.draw_list->num_beam_entities );
|
|
return;
|
|
}
|
|
|
|
if( pEnvBeam )
|
|
{
|
|
g_lists.draw_list->beam_entities[g_lists.draw_list->num_beam_entities] = pEnvBeam;
|
|
g_lists.draw_list->num_beam_entities++;
|
|
}
|
|
}
|
|
|
|
void CL_DrawBeams( int fTrans, BEAM *active_beams )
|
|
{
|
|
BEAM *pBeam;
|
|
int i, flags;
|
|
|
|
// FIXME VK pglDepthMask( fTrans ? GL_FALSE : GL_TRUE );
|
|
|
|
// server beams don't allocate beam chains
|
|
// all params are stored in cl_entity_t
|
|
for( i = 0; i < g_lists.draw_list->num_beam_entities; i++ )
|
|
{
|
|
cl_entity_t *currentbeam = g_lists.draw_list->beam_entities[i];
|
|
flags = currentbeam->curstate.rendermode & 0xF0;
|
|
|
|
if( fTrans && FBitSet( flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
if( !fTrans && !FBitSet( flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
R_BeamDrawCustomEntity( currentbeam, g_frametime );
|
|
// FIXME VK r_stats.c_view_beams_count++;
|
|
}
|
|
|
|
// draw temporary entity beams
|
|
for( pBeam = active_beams; pBeam; pBeam = pBeam->next )
|
|
{
|
|
if( fTrans && FBitSet( pBeam->flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
if( !fTrans && !FBitSet( pBeam->flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
R_BeamDraw( pBeam, g_frametime );
|
|
}
|
|
}
|