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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/renderer/tr_scene.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer/tr_scene.c')
-rwxr-xr-xcode/renderer/tr_scene.c818
1 files changed, 409 insertions, 409 deletions
diff --git a/code/renderer/tr_scene.c b/code/renderer/tr_scene.c
index 24f569e..8cde15b 100755
--- a/code/renderer/tr_scene.c
+++ b/code/renderer/tr_scene.c
@@ -1,409 +1,409 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-#include "tr_local.h"
-
-int r_firstSceneDrawSurf;
-
-int r_numdlights;
-int r_firstSceneDlight;
-
-int r_numentities;
-int r_firstSceneEntity;
-
-int r_numpolys;
-int r_firstScenePoly;
-
-int r_numpolyverts;
-
-
-/*
-====================
-R_ToggleSmpFrame
-
-====================
-*/
-void R_ToggleSmpFrame( void ) {
- if ( r_smp->integer ) {
- // use the other buffers next frame, because another CPU
- // may still be rendering into the current ones
- tr.smpFrame ^= 1;
- } else {
- tr.smpFrame = 0;
- }
-
- backEndData[tr.smpFrame]->commands.used = 0;
-
- r_firstSceneDrawSurf = 0;
-
- r_numdlights = 0;
- r_firstSceneDlight = 0;
-
- r_numentities = 0;
- r_firstSceneEntity = 0;
-
- r_numpolys = 0;
- r_firstScenePoly = 0;
-
- r_numpolyverts = 0;
-}
-
-
-/*
-====================
-RE_ClearScene
-
-====================
-*/
-void RE_ClearScene( void ) {
- r_firstSceneDlight = r_numdlights;
- r_firstSceneEntity = r_numentities;
- r_firstScenePoly = r_numpolys;
-}
-
-/*
-===========================================================================
-
-DISCRETE POLYS
-
-===========================================================================
-*/
-
-/*
-=====================
-R_AddPolygonSurfaces
-
-Adds all the scene's polys into this view's drawsurf list
-=====================
-*/
-void R_AddPolygonSurfaces( void ) {
- int i;
- shader_t *sh;
- srfPoly_t *poly;
-
- tr.currentEntityNum = ENTITYNUM_WORLD;
- tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
-
- for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
- sh = R_GetShaderByHandle( poly->hShader );
- R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse );
- }
-}
-
-/*
-=====================
-RE_AddPolyToScene
-
-=====================
-*/
-void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
- srfPoly_t *poly;
- int i, j;
- int fogIndex;
- fog_t *fog;
- vec3_t bounds[2];
-
- if ( !tr.registered ) {
- return;
- }
-
- if ( !hShader ) {
- ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
- return;
- }
-
- for ( j = 0; j < numPolys; j++ ) {
- if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
- /*
- NOTE TTimo this was initially a PRINT_WARNING
- but it happens a lot with high fighting scenes and particles
- since we don't plan on changing the const and making for room for those effects
- simply cut this message to developer only
- */
- ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
- return;
- }
-
- poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
- poly->surfaceType = SF_POLY;
- poly->hShader = hShader;
- poly->numVerts = numVerts;
- poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
-
- Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
-
- if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
- poly->verts->modulate[0] = 255;
- poly->verts->modulate[1] = 255;
- poly->verts->modulate[2] = 255;
- poly->verts->modulate[3] = 255;
- }
- // done.
- r_numpolys++;
- r_numpolyverts += numVerts;
-
- // if no world is loaded
- if ( tr.world == NULL ) {
- fogIndex = 0;
- }
- // see if it is in a fog volume
- else if ( tr.world->numfogs == 1 ) {
- fogIndex = 0;
- } else {
- // find which fog volume the poly is in
- VectorCopy( poly->verts[0].xyz, bounds[0] );
- VectorCopy( poly->verts[0].xyz, bounds[1] );
- for ( i = 1 ; i < poly->numVerts ; i++ ) {
- AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
- }
- for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
- fog = &tr.world->fogs[fogIndex];
- if ( bounds[1][0] >= fog->bounds[0][0]
- && bounds[1][1] >= fog->bounds[0][1]
- && bounds[1][2] >= fog->bounds[0][2]
- && bounds[0][0] <= fog->bounds[1][0]
- && bounds[0][1] <= fog->bounds[1][1]
- && bounds[0][2] <= fog->bounds[1][2] ) {
- break;
- }
- }
- if ( fogIndex == tr.world->numfogs ) {
- fogIndex = 0;
- }
- }
- poly->fogIndex = fogIndex;
- }
-}
-
-
-//=================================================================================
-
-
-/*
-=====================
-RE_AddRefEntityToScene
-
-=====================
-*/
-void RE_AddRefEntityToScene( const refEntity_t *ent ) {
- if ( !tr.registered ) {
- return;
- }
- // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
- if ( r_numentities >= ENTITYNUM_WORLD ) {
- return;
- }
- if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
- ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
- }
-
- backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
- backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
-
- r_numentities++;
-}
-
-
-/*
-=====================
-RE_AddDynamicLightToScene
-
-=====================
-*/
-void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
- dlight_t *dl;
-
- if ( !tr.registered ) {
- return;
- }
- if ( r_numdlights >= MAX_DLIGHTS ) {
- return;
- }
- if ( intensity <= 0 ) {
- return;
- }
- // these cards don't have the correct blend mode
- if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
- return;
- }
- dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
- VectorCopy (org, dl->origin);
- dl->radius = intensity;
- dl->color[0] = r;
- dl->color[1] = g;
- dl->color[2] = b;
- dl->additive = additive;
-}
-
-/*
-=====================
-RE_AddLightToScene
-
-=====================
-*/
-void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
- RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
-}
-
-/*
-=====================
-RE_AddAdditiveLightToScene
-
-=====================
-*/
-void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
- RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
-}
-
-/*
-@@@@@@@@@@@@@@@@@@@@@
-RE_RenderScene
-
-Draw a 3D view into a part of the window, then return
-to 2D drawing.
-
-Rendering a scene may require multiple views to be rendered
-to handle mirrors,
-@@@@@@@@@@@@@@@@@@@@@
-*/
-void RE_RenderScene( const refdef_t *fd ) {
- viewParms_t parms;
- int startTime;
-
- if ( !tr.registered ) {
- return;
- }
- GLimp_LogComment( "====== RE_RenderScene =====\n" );
-
- if ( r_norefresh->integer ) {
- return;
- }
-
- startTime = ri.Milliseconds();
-
- if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
- ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
- }
-
- Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
-
- tr.refdef.x = fd->x;
- tr.refdef.y = fd->y;
- tr.refdef.width = fd->width;
- tr.refdef.height = fd->height;
- tr.refdef.fov_x = fd->fov_x;
- tr.refdef.fov_y = fd->fov_y;
-
- VectorCopy( fd->vieworg, tr.refdef.vieworg );
- VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
- VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
- VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
-
- tr.refdef.time = fd->time;
- tr.refdef.rdflags = fd->rdflags;
-
- // copy the areamask data over and note if it has changed, which
- // will force a reset of the visible leafs even if the view hasn't moved
- tr.refdef.areamaskModified = qfalse;
- if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
- int areaDiff;
- int i;
-
- // compare the area bits
- areaDiff = 0;
- for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
- areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
- ((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
- }
-
- if ( areaDiff ) {
- // a door just opened or something
- tr.refdef.areamaskModified = qtrue;
- }
- }
-
-
- // derived info
-
- tr.refdef.floatTime = tr.refdef.time * 0.001f;
-
- tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
- tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
-
- tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
- tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
-
- tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
- tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
-
- tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
- tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
-
- // turn off dynamic lighting globally by clearing all the
- // dlights if it needs to be disabled or if vertex lighting is enabled
- if ( r_dynamiclight->integer == 0 ||
- r_vertexLight->integer == 1 ||
- glConfig.hardwareType == GLHW_PERMEDIA2 ) {
- tr.refdef.num_dlights = 0;
- }
-
- // a single frame may have multiple scenes draw inside it --
- // a 3D game view, 3D status bar renderings, 3D menus, etc.
- // They need to be distinguished by the light flare code, because
- // the visibility state for a given surface may be different in
- // each scene / view.
- tr.frameSceneNum++;
- tr.sceneCount++;
-
- // setup view parms for the initial view
- //
- // set up viewport
- // The refdef takes 0-at-the-top y coordinates, so
- // convert to GL's 0-at-the-bottom space
- //
- Com_Memset( &parms, 0, sizeof( parms ) );
- parms.viewportX = tr.refdef.x;
- parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
- parms.viewportWidth = tr.refdef.width;
- parms.viewportHeight = tr.refdef.height;
- parms.isPortal = qfalse;
-
- parms.fovX = tr.refdef.fov_x;
- parms.fovY = tr.refdef.fov_y;
-
- VectorCopy( fd->vieworg, parms.or.origin );
- VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
- VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
- VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
-
- VectorCopy( fd->vieworg, parms.pvsOrigin );
-
- R_RenderView( &parms );
-
- // the next scene rendered in this frame will tack on after this one
- r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
- r_firstSceneEntity = r_numentities;
- r_firstSceneDlight = r_numdlights;
- r_firstScenePoly = r_numpolys;
-
- tr.frontEndMsec += ri.Milliseconds() - startTime;
-}
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+int r_firstSceneDrawSurf;
+
+int r_numdlights;
+int r_firstSceneDlight;
+
+int r_numentities;
+int r_firstSceneEntity;
+
+int r_numpolys;
+int r_firstScenePoly;
+
+int r_numpolyverts;
+
+
+/*
+====================
+R_ToggleSmpFrame
+
+====================
+*/
+void R_ToggleSmpFrame( void ) {
+ if ( r_smp->integer ) {
+ // use the other buffers next frame, because another CPU
+ // may still be rendering into the current ones
+ tr.smpFrame ^= 1;
+ } else {
+ tr.smpFrame = 0;
+ }
+
+ backEndData[tr.smpFrame]->commands.used = 0;
+
+ r_firstSceneDrawSurf = 0;
+
+ r_numdlights = 0;
+ r_firstSceneDlight = 0;
+
+ r_numentities = 0;
+ r_firstSceneEntity = 0;
+
+ r_numpolys = 0;
+ r_firstScenePoly = 0;
+
+ r_numpolyverts = 0;
+}
+
+
+/*
+====================
+RE_ClearScene
+
+====================
+*/
+void RE_ClearScene( void ) {
+ r_firstSceneDlight = r_numdlights;
+ r_firstSceneEntity = r_numentities;
+ r_firstScenePoly = r_numpolys;
+}
+
+/*
+===========================================================================
+
+DISCRETE POLYS
+
+===========================================================================
+*/
+
+/*
+=====================
+R_AddPolygonSurfaces
+
+Adds all the scene's polys into this view's drawsurf list
+=====================
+*/
+void R_AddPolygonSurfaces( void ) {
+ int i;
+ shader_t *sh;
+ srfPoly_t *poly;
+
+ tr.currentEntityNum = ENTITYNUM_WORLD;
+ tr.shiftedEntityNum = tr.currentEntityNum << QSORT_ENTITYNUM_SHIFT;
+
+ for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
+ sh = R_GetShaderByHandle( poly->hShader );
+ R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex, qfalse );
+ }
+}
+
+/*
+=====================
+RE_AddPolyToScene
+
+=====================
+*/
+void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys ) {
+ srfPoly_t *poly;
+ int i, j;
+ int fogIndex;
+ fog_t *fog;
+ vec3_t bounds[2];
+
+ if ( !tr.registered ) {
+ return;
+ }
+
+ if ( !hShader ) {
+ ri.Printf( PRINT_WARNING, "WARNING: RE_AddPolyToScene: NULL poly shader\n");
+ return;
+ }
+
+ for ( j = 0; j < numPolys; j++ ) {
+ if ( r_numpolyverts + numVerts > max_polyverts || r_numpolys >= max_polys ) {
+ /*
+ NOTE TTimo this was initially a PRINT_WARNING
+ but it happens a lot with high fighting scenes and particles
+ since we don't plan on changing the const and making for room for those effects
+ simply cut this message to developer only
+ */
+ ri.Printf( PRINT_DEVELOPER, "WARNING: RE_AddPolyToScene: r_max_polys or r_max_polyverts reached\n");
+ return;
+ }
+
+ poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
+ poly->surfaceType = SF_POLY;
+ poly->hShader = hShader;
+ poly->numVerts = numVerts;
+ poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
+
+ Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
+
+ if ( glConfig.hardwareType == GLHW_RAGEPRO ) {
+ poly->verts->modulate[0] = 255;
+ poly->verts->modulate[1] = 255;
+ poly->verts->modulate[2] = 255;
+ poly->verts->modulate[3] = 255;
+ }
+ // done.
+ r_numpolys++;
+ r_numpolyverts += numVerts;
+
+ // if no world is loaded
+ if ( tr.world == NULL ) {
+ fogIndex = 0;
+ }
+ // see if it is in a fog volume
+ else if ( tr.world->numfogs == 1 ) {
+ fogIndex = 0;
+ } else {
+ // find which fog volume the poly is in
+ VectorCopy( poly->verts[0].xyz, bounds[0] );
+ VectorCopy( poly->verts[0].xyz, bounds[1] );
+ for ( i = 1 ; i < poly->numVerts ; i++ ) {
+ AddPointToBounds( poly->verts[i].xyz, bounds[0], bounds[1] );
+ }
+ for ( fogIndex = 1 ; fogIndex < tr.world->numfogs ; fogIndex++ ) {
+ fog = &tr.world->fogs[fogIndex];
+ if ( bounds[1][0] >= fog->bounds[0][0]
+ && bounds[1][1] >= fog->bounds[0][1]
+ && bounds[1][2] >= fog->bounds[0][2]
+ && bounds[0][0] <= fog->bounds[1][0]
+ && bounds[0][1] <= fog->bounds[1][1]
+ && bounds[0][2] <= fog->bounds[1][2] ) {
+ break;
+ }
+ }
+ if ( fogIndex == tr.world->numfogs ) {
+ fogIndex = 0;
+ }
+ }
+ poly->fogIndex = fogIndex;
+ }
+}
+
+
+//=================================================================================
+
+
+/*
+=====================
+RE_AddRefEntityToScene
+
+=====================
+*/
+void RE_AddRefEntityToScene( const refEntity_t *ent ) {
+ if ( !tr.registered ) {
+ return;
+ }
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
+ if ( r_numentities >= ENTITYNUM_WORLD ) {
+ return;
+ }
+ if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) {
+ ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
+ }
+
+ backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
+ backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
+
+ r_numentities++;
+}
+
+
+/*
+=====================
+RE_AddDynamicLightToScene
+
+=====================
+*/
+void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, float g, float b, int additive ) {
+ dlight_t *dl;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ if ( r_numdlights >= MAX_DLIGHTS ) {
+ return;
+ }
+ if ( intensity <= 0 ) {
+ return;
+ }
+ // these cards don't have the correct blend mode
+ if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+ return;
+ }
+ dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
+ VectorCopy (org, dl->origin);
+ dl->radius = intensity;
+ dl->color[0] = r;
+ dl->color[1] = g;
+ dl->color[2] = b;
+ dl->additive = additive;
+}
+
+/*
+=====================
+RE_AddLightToScene
+
+=====================
+*/
+void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
+ RE_AddDynamicLightToScene( org, intensity, r, g, b, qfalse );
+}
+
+/*
+=====================
+RE_AddAdditiveLightToScene
+
+=====================
+*/
+void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) {
+ RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
+}
+
+/*
+@@@@@@@@@@@@@@@@@@@@@
+RE_RenderScene
+
+Draw a 3D view into a part of the window, then return
+to 2D drawing.
+
+Rendering a scene may require multiple views to be rendered
+to handle mirrors,
+@@@@@@@@@@@@@@@@@@@@@
+*/
+void RE_RenderScene( const refdef_t *fd ) {
+ viewParms_t parms;
+ int startTime;
+
+ if ( !tr.registered ) {
+ return;
+ }
+ GLimp_LogComment( "====== RE_RenderScene =====\n" );
+
+ if ( r_norefresh->integer ) {
+ return;
+ }
+
+ startTime = ri.Milliseconds();
+
+ if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
+ ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
+ }
+
+ Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
+
+ tr.refdef.x = fd->x;
+ tr.refdef.y = fd->y;
+ tr.refdef.width = fd->width;
+ tr.refdef.height = fd->height;
+ tr.refdef.fov_x = fd->fov_x;
+ tr.refdef.fov_y = fd->fov_y;
+
+ VectorCopy( fd->vieworg, tr.refdef.vieworg );
+ VectorCopy( fd->viewaxis[0], tr.refdef.viewaxis[0] );
+ VectorCopy( fd->viewaxis[1], tr.refdef.viewaxis[1] );
+ VectorCopy( fd->viewaxis[2], tr.refdef.viewaxis[2] );
+
+ tr.refdef.time = fd->time;
+ tr.refdef.rdflags = fd->rdflags;
+
+ // copy the areamask data over and note if it has changed, which
+ // will force a reset of the visible leafs even if the view hasn't moved
+ tr.refdef.areamaskModified = qfalse;
+ if ( ! (tr.refdef.rdflags & RDF_NOWORLDMODEL) ) {
+ int areaDiff;
+ int i;
+
+ // compare the area bits
+ areaDiff = 0;
+ for (i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++) {
+ areaDiff |= ((int *)tr.refdef.areamask)[i] ^ ((int *)fd->areamask)[i];
+ ((int *)tr.refdef.areamask)[i] = ((int *)fd->areamask)[i];
+ }
+
+ if ( areaDiff ) {
+ // a door just opened or something
+ tr.refdef.areamaskModified = qtrue;
+ }
+ }
+
+
+ // derived info
+
+ tr.refdef.floatTime = tr.refdef.time * 0.001f;
+
+ tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
+ tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
+
+ tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
+ tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
+
+ tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
+ tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
+
+ tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
+ tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
+
+ // turn off dynamic lighting globally by clearing all the
+ // dlights if it needs to be disabled or if vertex lighting is enabled
+ if ( r_dynamiclight->integer == 0 ||
+ r_vertexLight->integer == 1 ||
+ glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+ tr.refdef.num_dlights = 0;
+ }
+
+ // a single frame may have multiple scenes draw inside it --
+ // a 3D game view, 3D status bar renderings, 3D menus, etc.
+ // They need to be distinguished by the light flare code, because
+ // the visibility state for a given surface may be different in
+ // each scene / view.
+ tr.frameSceneNum++;
+ tr.sceneCount++;
+
+ // setup view parms for the initial view
+ //
+ // set up viewport
+ // The refdef takes 0-at-the-top y coordinates, so
+ // convert to GL's 0-at-the-bottom space
+ //
+ Com_Memset( &parms, 0, sizeof( parms ) );
+ parms.viewportX = tr.refdef.x;
+ parms.viewportY = glConfig.vidHeight - ( tr.refdef.y + tr.refdef.height );
+ parms.viewportWidth = tr.refdef.width;
+ parms.viewportHeight = tr.refdef.height;
+ parms.isPortal = qfalse;
+
+ parms.fovX = tr.refdef.fov_x;
+ parms.fovY = tr.refdef.fov_y;
+
+ VectorCopy( fd->vieworg, parms.or.origin );
+ VectorCopy( fd->viewaxis[0], parms.or.axis[0] );
+ VectorCopy( fd->viewaxis[1], parms.or.axis[1] );
+ VectorCopy( fd->viewaxis[2], parms.or.axis[2] );
+
+ VectorCopy( fd->vieworg, parms.pvsOrigin );
+
+ R_RenderView( &parms );
+
+ // the next scene rendered in this frame will tack on after this one
+ r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
+ r_firstSceneEntity = r_numentities;
+ r_firstSceneDlight = r_numdlights;
+ r_firstScenePoly = r_numpolys;
+
+ tr.frontEndMsec += ri.Milliseconds() - startTime;
+}