]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added back r_speeds2, with masses of information (6 lines high), and made it print...
[xonotic/darkplaces.git] / gl_rmain.c
index 94cf4e36b94a8056e34c5eb404a8ee80f4da0717..907822e19cbc1295a82a4bacd4eb131960d25e88 100644 (file)
@@ -33,7 +33,7 @@ int                   r_framecount;           // used for dlight push checking
 
 mplane_t       frustum[4];
 
-int                    c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
+int                    c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
 qboolean       envmap;                         // true during envmap command capture 
 
@@ -41,8 +41,6 @@ qboolean      envmap;                         // true during envmap command capture
 //int                  particletexture;        // little dot for particles
 //int                  playertextures;         // up to 16 color translated skins
 
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
-
 //
 // view origin
 //
@@ -97,8 +95,6 @@ cvar_t        gl_fogstart = {"gl_fogstart", "0"};
 cvar_t gl_fogend = {"gl_fogend","0"};
 cvar_t glfog = {"glfog", "0"};
 
-extern qboolean isRagePro;
-
 qboolean lighthalf;
 
 vec3_t fogcolor;
@@ -129,8 +125,22 @@ void FOG_framebegin()
                        fog_blue = 0;
                }
        }
+       if (fog_density)
+       {
+                       fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
+                       fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+                       fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
+                       if (lighthalf)
+                       {
+                               fogcolor[0] *= 0.5f;
+                               fogcolor[1] *= 0.5f;
+                               fogcolor[2] *= 0.5f;
+                       }
+       }
        if (glfog.value)
        {
+               if (!r_render.value)
+                       return;
                if(fog_density)
                {
                        // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
@@ -161,15 +171,7 @@ void FOG_framebegin()
                {
                        fogenabled = true;
                        fogdensity = -4000.0f / (fog_density * fog_density);
-                       fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
-                       fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
-                       fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
-                       if (lighthalf)
-                       {
-                               fogcolor[0] *= 0.5f;
-                               fogcolor[1] *= 0.5f;
-                               fogcolor[2] *= 0.5f;
-                       }
+                       // fog color was already set
                }
                else
                        fogenabled = false;
@@ -221,6 +223,10 @@ void glmain_shutdown()
 void GL_Main_Init()
 {
        FOG_registercvars();
+       Cvar_RegisterVariable (&r_drawentities);
+       Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_shadows);
+       Cvar_RegisterVariable (&r_speeds);
        Cvar_RegisterVariable (&r_speeds2);
        Cvar_RegisterVariable (&contrast);
        Cvar_RegisterVariable (&brightness);
@@ -228,6 +234,10 @@ void GL_Main_Init()
 //     Cvar_RegisterVariable (&r_dynamicwater);
 //     Cvar_RegisterVariable (&r_dynamicbothsides);
        Cvar_RegisterVariable (&r_fullbrights);
+       Cvar_RegisterVariable (&r_wateralpha);
+       Cvar_RegisterVariable (&r_dynamic);
+       Cvar_RegisterVariable (&r_novis);
+       Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
        if (nehahra)
                Cvar_SetValue("r_fullbrights", 0);
 //     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
@@ -263,6 +273,43 @@ void Render_Init()
        R_StartModules();
 }
 
+/*
+===============
+GL_Init
+===============
+*/
+extern char *QSG_EXTENSIONS;
+void GL_Init (void)
+{
+       gl_vendor = glGetString (GL_VENDOR);
+       Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
+       gl_renderer = glGetString (GL_RENDERER);
+       Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
+
+       gl_version = glGetString (GL_VERSION);
+       Con_Printf ("GL_VERSION: %s\n", gl_version);
+       gl_extensions = glGetString (GL_EXTENSIONS);
+       Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
+
+//     Con_Printf ("%s %s\n", gl_renderer, gl_version);
+
+       VID_CheckMultitexture();
+       VID_CheckVertexArrays();
+
+       // LordHavoc: report supported extensions
+       Con_Printf ("\nQSG extensions: %s\n", QSG_EXTENSIONS);
+
+       glCullFace(GL_FRONT);
+       glEnable(GL_TEXTURE_2D);
+//     glDisable(GL_ALPHA_TEST);
+       glAlphaFunc(GL_GREATER, 0.5);
+
+//     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+
+       Palette_Init();
+}
+
+
 /*
 void R_RotateForEntity (entity_t *e)
 {
@@ -283,175 +330,16 @@ float    r_avertexnormals[NUMVERTEXNORMALS][3] = {
 #include "anorms.h"
 };
 
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
+// LordHavoc: shading stuff
 vec3_t shadevector;
 vec3_t shadecolor;
 
 float  modelalpha;
 
-extern void R_LightPoint (vec3_t color, vec3_t p);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-/*
-=============================================================
-
-  SPRITE MODELS
-
-=============================================================
-*/
-
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
-{
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
-
-       if ((frame >= psprite->numframes) || (frame < 0))
-       {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
-               frame = 0;
-       }
-
-       if (psprite->frames[frame].type == SPR_SINGLE)
-       {
-               if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
-               {
-                       if (frame != currententity->draw_pose)
-                       {
-                               currententity->draw_lastpose = currententity->draw_pose;
-                               currententity->draw_pose = frame;
-                               currententity->draw_lerpstart = cl.time;
-                               *framelerp = 0;
-                       }
-                       else
-                               *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
-               }
-               else // uninitialized
-               {
-                       currententity->draw_lastmodel = currententity->model;
-                       currententity->draw_lastpose = currententity->draw_pose = frame;
-                       currententity->draw_lerpstart = cl.time;
-                       *framelerp = 0;
-               }
-               *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
-               *newframe = psprite->frames[frame].frameptr;
-       }
-       else
-       {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
-
-       // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
-       // are positive, so we don't have to worry about division by 0
-               targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
-               // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
-               //            I instead measure the time of the first frame, hoping it is consistent
-               j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
-               for (i=0 ; i<(numframes-1) ; i++)
-               {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
-               }
-               *framelerp = (targettime - jtime) / jinterval;
-
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
-       }
-}
-
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
-{
-       // LordHavoc: rewrote this to use the transparent poly system
-       transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
-       transpolyend();
-}
-
-extern qboolean isG200, isRagePro, lighthalf;
-
-/*
-=================
-R_DrawSpriteModel
-
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
-{
-       mspriteframe_t  *oldframe, *newframe;
-       float           *up, *right, lerp, ilerp;
-       vec3_t          v_forward, v_right, v_up, org;
-       msprite_t               *psprite;
-
-       // don't even bother culling, because it's just a single
-       // polygon without a surface cache
-       R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
-               lerp = 1;
-       ilerp = 1.0 - lerp;
-       psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {       // bullet marks on walls
-               AngleVectors (e->angles, v_forward, v_right, v_up);
-               up = v_up;
-               right = v_right;
-               VectorSubtract(e->origin, vpn, org);
-       }
-       else
-       {       // normal sprite
-               up = vup;
-               right = vright;
-               VectorCopy(e->origin, org);
-       }
-       if (e->scale != 1)
-       {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
-       }
-
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
-       {
-               shadecolor[0] = e->colormod[0] * 255;
-               shadecolor[1] = e->colormod[1] * 255;
-               shadecolor[2] = e->colormod[2] * 255;
-       }
-       else
-       {
-               R_LightPoint (shadecolor, e->origin);
-               R_DynamicLightPointNoMask(shadecolor, e->origin);
-       }
-
-       // LordHavoc: interpolated sprite rendering
-       if (ilerp != 0)
-               GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
-       if (lerp != 0)
-               GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
-}
-
 //==================================================================================
 
 void R_DrawBrushModel (entity_t *e);
+void R_DrawSpriteModel (entity_t *e);
 
 /*
 =============
@@ -604,8 +492,14 @@ void R_SetupFrame (void)
        c_brush_polys = 0;
        c_alias_polys = 0;
        c_light_polys = 0;
+       c_faces = 0;
        c_nodes = 0;
        c_leafs = 0;
+       c_models = 0;
+       c_bmodels = 0;
+       c_sprites = 0;
+       c_particles = 0;
+       c_dlights = 0;
 
 }
 
@@ -637,6 +531,8 @@ void R_SetupGL (void)
        extern  int glwidth, glheight;
        int             x, x2, y2, y, w, h;
 
+       if (!r_render.value)
+               return;
        //
        // set up viewpoint
        //
@@ -704,10 +600,6 @@ void R_SetupGL (void)
        glShadeModel(GL_SMOOTH);
 }
 
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
-
 /*
 =============
 R_Clear
@@ -715,6 +607,8 @@ R_Clear
 */
 void R_Clear (void)
 {
+       if (!r_render.value)
+               return;
 //     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
        gldepthmin = 0;
        gldepthmax = 1;
@@ -726,6 +620,8 @@ void R_Clear (void)
 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
 void GL_Brighten()
 {
+       if (!r_render.value)
+               return;
        glMatrixMode(GL_PROJECTION);
     glLoadIdentity ();
        glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
@@ -755,6 +651,8 @@ extern cvar_t gl_lightmode;
 
 void GL_BlendView()
 {
+       if (!r_render.value)
+               return;
        glMatrixMode(GL_PROJECTION);
     glLoadIdentity ();
        glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
@@ -792,6 +690,7 @@ void GL_BlendView()
        glEnable(GL_TEXTURE_2D);
 }
 
+/*
 #define TIMEREPORT(DESC) \
        if (r_speeds2.value)\
        {\
@@ -800,6 +699,14 @@ void GL_BlendView()
                temptime += currtime;\
                Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
        }
+*/
+#define TIMEREPORT(VAR) \
+       if (r_speeds2.value)\
+       {\
+               temptime = currtime;\
+               currtime = Sys_FloatTime();\
+               VAR = (int) ((currtime - temptime) * 1000000.0);\
+       }
 
 /*
 ================
@@ -812,8 +719,11 @@ extern qboolean intimerefresh;
 extern qboolean skyisvisible;
 extern void R_Sky();
 extern void UploadLightmaps();
+char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81];
 void R_RenderView (void)
 {
+       double starttime, currtime, temptime;
+       int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_transpoly, time_blend, time_total;
 //     double currtime, temptime;
 //     if (r_norefresh.value)
 //             return;
@@ -825,47 +735,71 @@ void R_RenderView (void)
 
        FOG_framebegin();
 
-//     if (r_speeds2.value)
-//     {
-//             currtime = Sys_FloatTime();
+       if (r_speeds2.value)
+       {
+               starttime = currtime = Sys_FloatTime();
 //             Con_Printf("render time: ");
-//     }
+       }
        R_Clear();
-//     TIMEREPORT("R_Clear")
+       skypolyclear();
+       wallpolyclear();
+       transpolyclear();
+       skyisvisible = false;
+       TIMEREPORT(time_clear)
 
        // render normal view
 
        R_SetupFrame ();
        R_SetFrustum ();
        R_SetupGL ();
-
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
-       skyisvisible = false;
+       TIMEREPORT(time_setup)
 
        R_MarkLeaves ();        // done here so we know if we're in water
        R_DrawWorld ();         // adds static entities to the list
-       if (!intimerefresh)
-               S_ExtraUpdate ();       // don't let sound get messed up if going slow
+       TIMEREPORT(time_world)
        R_DrawEntitiesOnList1 (); // BSP models
+       TIMEREPORT(time_bmodels)
+
+       UploadLightmaps();
+       TIMEREPORT(time_upload)
 
        skypolyrender(); // fogged sky polys, affects depth
+
        if (skyname[0] && skyisvisible && !fogenabled)
                R_Sky(); // does not affect depth, draws over the sky polys
+       TIMEREPORT(time_sky)
 
-       UploadLightmaps();
        wallpolyrender();
+       TIMEREPORT(time_wall)
+
+//     if (!intimerefresh)
+//             S_ExtraUpdate ();       // don't let sound get messed up if going slow
 
        R_DrawEntitiesOnList2 (); // other models
 //     R_RenderDlights ();
        R_DrawViewModel ();
+       TIMEREPORT(time_models)
+       R_MoveParticles ();
+       TIMEREPORT(time_moveparticles)
        R_DrawParticles ();
+       TIMEREPORT(time_drawparticles)
 
        transpolyrender();
+       TIMEREPORT(time_transpoly)
 
        FOG_frameend();
+
        GL_BlendView();
-//     if (r_speeds2.value)
+       TIMEREPORT(time_blend)
+       if (r_speeds2.value)
+       {
+               time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
 //             Con_Printf("\n");
+               sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
+               sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
+               sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
+               sprintf(r_speeds2_string4, "%6ius clear  %6ius setup  %6ius world  %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
+               sprintf(r_speeds2_string5, "%6ius sky    %6ius wall   %6ius models %6ius mpart  %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
+               sprintf(r_speeds2_string6, "%6ius trans  %6ius blend  %6ius total  %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));
+       }
 }