/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see .
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "tr_local.h"
static const float CHECK_BOUNDS_EPSILON = 1.0f;
/*
===========================================================================================
VERTEX CACHE GENERATORS
===========================================================================================
*/
/*
==================
R_CreateAmbientCache
Create it if needed
==================
*/
bool R_CreateAmbientCache( srfTriangles_t *tri, bool needsLighting ) {
if ( tri->ambientCache ) {
return true;
}
// we are going to use it for drawing, so make sure we have the tangents and normals
if ( needsLighting && !tri->tangentsCalculated ) {
R_DeriveTangents( tri );
}
vertexCache.Alloc( tri->verts, tri->numVerts * sizeof( tri->verts[0] ), &tri->ambientCache );
if ( !tri->ambientCache ) {
return false;
}
return true;
}
/*
==================
R_CreateLightingCache
Returns false if the cache couldn't be allocated, in which case the surface should be skipped.
==================
*/
bool R_CreateLightingCache( const idRenderEntityLocal *ent, const idRenderLightLocal *light, srfTriangles_t *tri ) {
idVec3 localLightOrigin;
// fogs and blends don't need light vectors
if ( light->lightShader->IsFogLight() || light->lightShader->IsBlendLight() ) {
return true;
}
// not needed if we have vertex programs
if ( tr.backEndRendererHasVertexPrograms ) {
return true;
}
R_GlobalPointToLocal( ent->modelMatrix, light->globalLightOrigin, localLightOrigin );
int size = tri->ambientSurface->numVerts * sizeof( lightingCache_t );
lightingCache_t *cache = (lightingCache_t *)_alloca16( size );
#if 1
SIMDProcessor->CreateTextureSpaceLightVectors( &cache[0].localLightVector, localLightOrigin,
tri->ambientSurface->verts, tri->ambientSurface->numVerts, tri->indexes, tri->numIndexes );
#else
bool *used = (bool *)_alloca16( tri->ambientSurface->numVerts * sizeof( used[0] ) );
memset( used, 0, tri->ambientSurface->numVerts * sizeof( used[0] ) );
// because the interaction may be a very small subset of the full surface,
// it makes sense to only deal with the verts used
for ( int j = 0; j < tri->numIndexes; j++ ) {
int i = tri->indexes[j];
if ( used[i] ) {
continue;
}
used[i] = true;
idVec3 lightDir;
const idDrawVert *v;
v = &tri->ambientSurface->verts[i];
lightDir = localLightOrigin - v->xyz;
cache[i].localLightVector[0] = lightDir * v->tangents[0];
cache[i].localLightVector[1] = lightDir * v->tangents[1];
cache[i].localLightVector[2] = lightDir * v->normal;
}
#endif
vertexCache.Alloc( cache, size, &tri->lightingCache );
if ( !tri->lightingCache ) {
return false;
}
return true;
}
/*
==================
R_CreatePrivateShadowCache
This is used only for a specific light
==================
*/
void R_CreatePrivateShadowCache( srfTriangles_t *tri ) {
if ( !tri->shadowVertexes ) {
return;
}
vertexCache.Alloc( tri->shadowVertexes, tri->numVerts * sizeof( *tri->shadowVertexes ), &tri->shadowCache );
}
/*
==================
R_CreateVertexProgramShadowCache
This is constant for any number of lights, the vertex program
takes care of projecting the verts to infinity.
==================
*/
void R_CreateVertexProgramShadowCache( srfTriangles_t *tri ) {
if ( tri->verts == NULL ) {
return;
}
shadowCache_t *temp = (shadowCache_t *)_alloca16( tri->numVerts * 2 * sizeof( shadowCache_t ) );
#if 1
SIMDProcessor->CreateVertexProgramShadowCache( &temp->xyz, tri->verts, tri->numVerts );
#else
int numVerts = tri->numVerts;
const idDrawVert *verts = tri->verts;
for ( int i = 0; i < numVerts; i++ ) {
const float *v = verts[i].xyz.ToFloatPtr();
temp[i*2+0].xyz[0] = v[0];
temp[i*2+1].xyz[0] = v[0];
temp[i*2+0].xyz[1] = v[1];
temp[i*2+1].xyz[1] = v[1];
temp[i*2+0].xyz[2] = v[2];
temp[i*2+1].xyz[2] = v[2];
temp[i*2+0].xyz[3] = 1.0f; // on the model surface
temp[i*2+1].xyz[3] = 0.0f; // will be projected to infinity
}
#endif
vertexCache.Alloc( temp, tri->numVerts * 2 * sizeof( shadowCache_t ), &tri->shadowCache );
}
/*
==================
R_SkyboxTexGen
==================
*/
void R_SkyboxTexGen( drawSurf_t *surf, const idVec3 &viewOrg ) {
int i;
idVec3 localViewOrigin;
R_GlobalPointToLocal( surf->space->modelMatrix, viewOrg, localViewOrigin );
int numVerts = surf->geo->numVerts;
int size = numVerts * sizeof( idVec3 );
idVec3 *texCoords = (idVec3 *) _alloca16( size );
const idDrawVert *verts = surf->geo->verts;
for ( i = 0; i < numVerts; i++ ) {
texCoords[i][0] = verts[i].xyz[0] - localViewOrigin[0];
texCoords[i][1] = verts[i].xyz[1] - localViewOrigin[1];
texCoords[i][2] = verts[i].xyz[2] - localViewOrigin[2];
}
surf->dynamicTexCoords = vertexCache.AllocFrameTemp( texCoords, size );
}
/*
==================
R_WobbleskyTexGen
==================
*/
void R_WobbleskyTexGen( drawSurf_t *surf, const idVec3 &viewOrg ) {
int i;
idVec3 localViewOrigin;
const int *parms = surf->material->GetTexGenRegisters();
float wobbleDegrees = surf->shaderRegisters[ parms[0] ];
float wobbleSpeed = surf->shaderRegisters[ parms[1] ];
float rotateSpeed = surf->shaderRegisters[ parms[2] ];
wobbleDegrees = wobbleDegrees * idMath::PI / 180;
wobbleSpeed = wobbleSpeed * 2 * idMath::PI / 60;
rotateSpeed = rotateSpeed * 2 * idMath::PI / 60;
// very ad-hoc "wobble" transform
float transform[16];
float a = tr.viewDef->floatTime * wobbleSpeed;
float s = sin( a ) * sin( wobbleDegrees );
float c = cos( a ) * sin( wobbleDegrees );
float z = cos( wobbleDegrees );
idVec3 axis[3];
axis[2][0] = c;
axis[2][1] = s;
axis[2][2] = z;
axis[1][0] = -sin( a * 2 ) * sin( wobbleDegrees );
axis[1][2] = -s * sin( wobbleDegrees );
axis[1][1] = sqrt( 1.0f - ( axis[1][0] * axis[1][0] + axis[1][2] * axis[1][2] ) );
// make the second vector exactly perpendicular to the first
axis[1] -= ( axis[2] * axis[1] ) * axis[2];
axis[1].Normalize();
// construct the third with a cross
axis[0].Cross( axis[1], axis[2] );
// add the rotate
s = sin( rotateSpeed * tr.viewDef->floatTime );
c = cos( rotateSpeed * tr.viewDef->floatTime );
transform[0] = axis[0][0] * c + axis[1][0] * s;
transform[4] = axis[0][1] * c + axis[1][1] * s;
transform[8] = axis[0][2] * c + axis[1][2] * s;
transform[1] = axis[1][0] * c - axis[0][0] * s;
transform[5] = axis[1][1] * c - axis[0][1] * s;
transform[9] = axis[1][2] * c - axis[0][2] * s;
transform[2] = axis[2][0];
transform[6] = axis[2][1];
transform[10] = axis[2][2];
transform[3] = transform[7] = transform[11] = 0.0f;
transform[12] = transform[13] = transform[14] = 0.0f;
R_GlobalPointToLocal( surf->space->modelMatrix, viewOrg, localViewOrigin );
int numVerts = surf->geo->numVerts;
int size = numVerts * sizeof( idVec3 );
idVec3 *texCoords = (idVec3 *) _alloca16( size );
const idDrawVert *verts = surf->geo->verts;
for ( i = 0; i < numVerts; i++ ) {
idVec3 v;
v[0] = verts[i].xyz[0] - localViewOrigin[0];
v[1] = verts[i].xyz[1] - localViewOrigin[1];
v[2] = verts[i].xyz[2] - localViewOrigin[2];
R_LocalPointToGlobal( transform, v, texCoords[i] );
}
surf->dynamicTexCoords = vertexCache.AllocFrameTemp( texCoords, size );
}
/*
=================
R_SpecularTexGen
Calculates the specular coordinates for cards without vertex programs.
=================
*/
static void R_SpecularTexGen( drawSurf_t *surf, const idVec3 &globalLightOrigin, const idVec3 &viewOrg ) {
const srfTriangles_t *tri;
idVec3 localLightOrigin;
idVec3 localViewOrigin;
R_GlobalPointToLocal( surf->space->modelMatrix, globalLightOrigin, localLightOrigin );
R_GlobalPointToLocal( surf->space->modelMatrix, viewOrg, localViewOrigin );
tri = surf->geo;
// FIXME: change to 3 component?
int size = tri->numVerts * sizeof( idVec4 );
idVec4 *texCoords = (idVec4 *) _alloca16( size );
#if 1
SIMDProcessor->CreateSpecularTextureCoords( texCoords, localLightOrigin, localViewOrigin,
tri->verts, tri->numVerts, tri->indexes, tri->numIndexes );
#else
bool *used = (bool *)_alloca16( tri->numVerts * sizeof( used[0] ) );
memset( used, 0, tri->numVerts * sizeof( used[0] ) );
// because the interaction may be a very small subset of the full surface,
// it makes sense to only deal with the verts used
for ( int j = 0; j < tri->numIndexes; j++ ) {
int i = tri->indexes[j];
if ( used[i] ) {
continue;
}
used[i] = true;
float ilength;
const idDrawVert *v = &tri->verts[i];
idVec3 lightDir = localLightOrigin - v->xyz;
idVec3 viewDir = localViewOrigin - v->xyz;
ilength = idMath::RSqrt( lightDir * lightDir );
lightDir[0] *= ilength;
lightDir[1] *= ilength;
lightDir[2] *= ilength;
ilength = idMath::RSqrt( viewDir * viewDir );
viewDir[0] *= ilength;
viewDir[1] *= ilength;
viewDir[2] *= ilength;
lightDir += viewDir;
texCoords[i][0] = lightDir * v->tangents[0];
texCoords[i][1] = lightDir * v->tangents[1];
texCoords[i][2] = lightDir * v->normal;
texCoords[i][3] = 1;
}
#endif
surf->dynamicTexCoords = vertexCache.AllocFrameTemp( texCoords, size );
}
//=======================================================================================================
/*
=============
R_SetEntityDefViewEntity
If the entityDef isn't already on the viewEntity list, create
a viewEntity and add it to the list with an empty scissor rect.
This does not instantiate dynamic models for the entity yet.
=============
*/
viewEntity_t *R_SetEntityDefViewEntity( idRenderEntityLocal *def ) {
viewEntity_t *vModel;
if ( def->viewCount == tr.viewCount ) {
return def->viewEntity;
}
def->viewCount = tr.viewCount;
// set the model and modelview matricies
vModel = (viewEntity_t *)R_ClearedFrameAlloc( sizeof( *vModel ) );
vModel->entityDef = def;
// the scissorRect will be expanded as the model bounds is accepted into visible portal chains
vModel->scissorRect.Clear();
// copy the model and weapon depth hack for back-end use
vModel->modelDepthHack = def->parms.modelDepthHack;
vModel->weaponDepthHack = def->parms.weaponDepthHack;
R_AxisToModelMatrix( def->parms.axis, def->parms.origin, vModel->modelMatrix );
// we may not have a viewDef if we are just creating shadows at entity creation time
if ( tr.viewDef ) {
myGlMultMatrix( vModel->modelMatrix, tr.viewDef->worldSpace.modelViewMatrix, vModel->modelViewMatrix );
vModel->next = tr.viewDef->viewEntitys;
tr.viewDef->viewEntitys = vModel;
}
def->viewEntity = vModel;
return vModel;
}
/*
====================
R_TestPointInViewLight
====================
*/
static const float INSIDE_LIGHT_FRUSTUM_SLOP = 32;
// this needs to be greater than the dist from origin to corner of near clip plane
static bool R_TestPointInViewLight( const idVec3 &org, const idRenderLightLocal *light ) {
int i;
idVec3 local;
for ( i = 0 ; i < 6 ; i++ ) {
float d = light->frustum[i].Distance( org );
if ( d > INSIDE_LIGHT_FRUSTUM_SLOP ) {
return false;
}
}
return true;
}
/*
===================
R_PointInFrustum
Assumes positive sides face outward
===================
*/
static bool R_PointInFrustum( idVec3 &p, idPlane *planes, int numPlanes ) {
for ( int i = 0 ; i < numPlanes ; i++ ) {
float d = planes[i].Distance( p );
if ( d > 0 ) {
return false;
}
}
return true;
}
/*
=============
R_SetLightDefViewLight
If the lightDef isn't already on the viewLight list, create
a viewLight and add it to the list with an empty scissor rect.
=============
*/
viewLight_t *R_SetLightDefViewLight( idRenderLightLocal *light ) {
viewLight_t *vLight;
if ( light->viewCount == tr.viewCount ) {
return light->viewLight;
}
light->viewCount = tr.viewCount;
// add to the view light chain
vLight = (viewLight_t *)R_ClearedFrameAlloc( sizeof( *vLight ) );
vLight->lightDef = light;
// the scissorRect will be expanded as the light bounds is accepted into visible portal chains
vLight->scissorRect.Clear();
// calculate the shadow cap optimization states
vLight->viewInsideLight = R_TestPointInViewLight( tr.viewDef->renderView.vieworg, light );
if ( !vLight->viewInsideLight ) {
vLight->viewSeesShadowPlaneBits = 0;
for ( int i = 0 ; i < light->numShadowFrustums ; i++ ) {
float d = light->shadowFrustums[i].planes[5].Distance( tr.viewDef->renderView.vieworg );
if ( d < INSIDE_LIGHT_FRUSTUM_SLOP ) {
vLight->viewSeesShadowPlaneBits|= 1 << i;
}
}
} else {
// this should not be referenced in this case
vLight->viewSeesShadowPlaneBits = 63;
}
// see if the light center is in view, which will allow us to cull invisible shadows
vLight->viewSeesGlobalLightOrigin = R_PointInFrustum( light->globalLightOrigin, tr.viewDef->frustum, 4 );
// copy data used by backend
vLight->globalLightOrigin = light->globalLightOrigin;
vLight->lightProject[0] = light->lightProject[0];
vLight->lightProject[1] = light->lightProject[1];
vLight->lightProject[2] = light->lightProject[2];
vLight->lightProject[3] = light->lightProject[3];
vLight->fogPlane = light->frustum[5];
vLight->frustumTris = light->frustumTris;
vLight->falloffImage = light->falloffImage;
vLight->lightShader = light->lightShader;
vLight->shaderRegisters = NULL; // allocated and evaluated in R_AddLightSurfaces
// link the view light
vLight->next = tr.viewDef->viewLights;
tr.viewDef->viewLights = vLight;
light->viewLight = vLight;
return vLight;
}
/*
=================
idRenderWorldLocal::CreateLightDefInteractions
When a lightDef is determined to effect the view (contact the frustum and non-0 light), it will check to
make sure that it has interactions for all the entityDefs that it might possibly contact.
This does not guarantee that all possible interactions for this light are generated, only that
the ones that may effect the current view are generated. so it does need to be called every view.
This does not cause entityDefs to create dynamic models, all work is done on the referenceBounds.
All entities that have non-empty interactions with viewLights will
have viewEntities made for them and be put on the viewEntity list,
even if their surfaces aren't visible, because they may need to cast shadows.
Interactions are usually removed when a entityDef or lightDef is modified, unless the change
is known to not effect them, so there is no danger of getting a stale interaction, we just need to
check that needed ones are created.
An interaction can be at several levels:
Don't interact (but share an area) (numSurfaces = 0)
Entity reference bounds touches light frustum, but surfaces haven't been generated (numSurfaces = -1)
Shadow surfaces have been generated, but light surfaces have not. The shadow surface may still be empty due to bounds being conservative.
Both shadow and light surfaces have been generated. Either or both surfaces may still be empty due to conservative bounds.
=================
*/
void idRenderWorldLocal::CreateLightDefInteractions( idRenderLightLocal *ldef ) {
areaReference_t *eref;
areaReference_t *lref;
idRenderEntityLocal *edef;
portalArea_t *area;
idInteraction *inter;
for ( lref = ldef->references ; lref ; lref = lref->ownerNext ) {
area = lref->area;
// check all the models in this area
for ( eref = area->entityRefs.areaNext ; eref != &area->entityRefs ; eref = eref->areaNext ) {
edef = eref->entity;
// if the entity doesn't have any light-interacting surfaces, we could skip this,
// but we don't want to instantiate dynamic models yet, so we can't check that on
// most things
// if the entity isn't viewed
if ( tr.viewDef && edef->viewCount != tr.viewCount ) {
// if the light doesn't cast shadows, skip
if ( !ldef->lightShader->LightCastsShadows() ) {
continue;
}
// if we are suppressing its shadow in this view, skip
if ( !r_skipSuppress.GetBool() ) {
if ( edef->parms.suppressShadowInViewID && edef->parms.suppressShadowInViewID == tr.viewDef->renderView.viewID ) {
continue;
}
if ( edef->parms.suppressShadowInLightID && edef->parms.suppressShadowInLightID == ldef->parms.lightId ) {
continue;
}
}
}
// some big outdoor meshes are flagged to not create any dynamic interactions
// when the level designer knows that nearby moving lights shouldn't actually hit them
if ( edef->parms.noDynamicInteractions && edef->world->generateAllInteractionsCalled ) {
continue;
}
// if any of the edef's interaction match this light, we don't
// need to consider it.
if ( r_useInteractionTable.GetBool() && this->interactionTable ) {
// allocating these tables may take several megs on big maps, but it saves 3% to 5% of
// the CPU time. The table is updated at interaction::AllocAndLink() and interaction::UnlinkAndFree()
int index = ldef->index * this->interactionTableWidth + edef->index;
inter = this->interactionTable[ index ];
if ( inter ) {
// if this entity wasn't in view already, the scissor rect will be empty,
// so it will only be used for shadow casting
if ( !inter->IsEmpty() ) {
R_SetEntityDefViewEntity( edef );
}
continue;
}
} else {
// scan the doubly linked lists, which may have several dozen entries
// we could check either model refs or light refs for matches, but it is
// assumed that there will be less lights in an area than models
// so the entity chains should be somewhat shorter (they tend to be fairly close).
for ( inter = edef->firstInteraction; inter != NULL; inter = inter->entityNext ) {
if ( inter->lightDef == ldef ) {
break;
}
}
// if we already have an interaction, we don't need to do anything
if ( inter != NULL ) {
// if this entity wasn't in view already, the scissor rect will be empty,
// so it will only be used for shadow casting
if ( !inter->IsEmpty() ) {
R_SetEntityDefViewEntity( edef );
}
continue;
}
}
//
// create a new interaction, but don't do any work other than bbox to frustum culling
//
idInteraction *inter = idInteraction::AllocAndLink( edef, ldef );
// do a check of the entity reference bounds against the light frustum,
// trying to avoid creating a viewEntity if it hasn't been already
float modelMatrix[16];
float *m;
if ( edef->viewCount == tr.viewCount ) {
m = edef->viewEntity->modelMatrix;
} else {
R_AxisToModelMatrix( edef->parms.axis, edef->parms.origin, modelMatrix );
m = modelMatrix;
}
if ( R_CullLocalBox( edef->referenceBounds, m, 6, ldef->frustum ) ) {
inter->MakeEmpty();
continue;
}
// we will do a more precise per-surface check when we are checking the entity
// if this entity wasn't in view already, the scissor rect will be empty,
// so it will only be used for shadow casting
R_SetEntityDefViewEntity( edef );
}
}
}
//===============================================================================================================
/*
=================
R_LinkLightSurf
=================
*/
void R_LinkLightSurf( const drawSurf_t **link, const srfTriangles_t *tri, const viewEntity_t *space,
const idRenderLightLocal *light, const idMaterial *shader, const idScreenRect &scissor, bool viewInsideShadow ) {
drawSurf_t *drawSurf;
if ( !space ) {
space = &tr.viewDef->worldSpace;
}
drawSurf = (drawSurf_t *)R_FrameAlloc( sizeof( *drawSurf ) );
drawSurf->geo = tri;
drawSurf->space = space;
drawSurf->material = shader;
drawSurf->scissorRect = scissor;
drawSurf->dsFlags = 0;
if ( viewInsideShadow ) {
drawSurf->dsFlags |= DSF_VIEW_INSIDE_SHADOW;
}
if ( !shader ) {
// shadows won't have a shader
drawSurf->shaderRegisters = NULL;
} else {
// process the shader expressions for conditionals / color / texcoords
const float *constRegs = shader->ConstantRegisters();
if ( constRegs ) {
// this shader has only constants for parameters
drawSurf->shaderRegisters = constRegs;
} else {
// FIXME: share with the ambient surface?
float *regs = (float *)R_FrameAlloc( shader->GetNumRegisters() * sizeof( float ) );
drawSurf->shaderRegisters = regs;
shader->EvaluateRegisters( regs, space->entityDef->parms.shaderParms, tr.viewDef, space->entityDef->parms.referenceSound );
}
// calculate the specular coordinates if we aren't using vertex programs
if ( !tr.backEndRendererHasVertexPrograms && !r_skipSpecular.GetBool() && tr.backEndRenderer != BE_ARB ) {
R_SpecularTexGen( drawSurf, light->globalLightOrigin, tr.viewDef->renderView.vieworg );
// if we failed to allocate space for the specular calculations, drop the surface
if ( !drawSurf->dynamicTexCoords ) {
return;
}
}
}
// actually link it in
drawSurf->nextOnLight = *link;
*link = drawSurf;
}
/*
======================
R_ClippedLightScissorRectangle
======================
*/
idScreenRect R_ClippedLightScissorRectangle( viewLight_t *vLight ) {
int i, j;
const idRenderLightLocal *light = vLight->lightDef;
idScreenRect r;
idFixedWinding w;
r.Clear();
for ( i = 0 ; i < 6 ; i++ ) {
const idWinding *ow = light->frustumWindings[i];
// projected lights may have one of the frustums degenerated
if ( !ow ) {
continue;
}
// the light frustum planes face out from the light,
// so the planes that have the view origin on the negative
// side will be the "back" faces of the light, which must have
// some fragment inside the portalStack to be visible
if ( light->frustum[i].Distance( tr.viewDef->renderView.vieworg ) >= 0 ) {
continue;
}
w = *ow;
// now check the winding against each of the frustum planes
for ( j = 0; j < 5; j++ ) {
if ( !w.ClipInPlace( -tr.viewDef->frustum[j] ) ) {
break;
}
}
// project these points to the screen and add to bounds
for ( j = 0; j < w.GetNumPoints(); j++ ) {
idPlane eye, clip;
idVec3 ndc;
R_TransformModelToClip( w[j].ToVec3(), tr.viewDef->worldSpace.modelViewMatrix, tr.viewDef->projectionMatrix, eye, clip );
if ( clip[3] <= 0.01f ) {
clip[3] = 0.01f;
}
R_TransformClipToDevice( clip, tr.viewDef, ndc );
float windowX = 0.5f * ( 1.0f + ndc[0] ) * ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 );
float windowY = 0.5f * ( 1.0f + ndc[1] ) * ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 );
if ( windowX > tr.viewDef->scissor.x2 ) {
windowX = tr.viewDef->scissor.x2;
} else if ( windowX < tr.viewDef->scissor.x1 ) {
windowX = tr.viewDef->scissor.x1;
}
if ( windowY > tr.viewDef->scissor.y2 ) {
windowY = tr.viewDef->scissor.y2;
} else if ( windowY < tr.viewDef->scissor.y1 ) {
windowY = tr.viewDef->scissor.y1;
}
r.AddPoint( windowX, windowY );
}
}
// add the fudge boundary
r.Expand();
return r;
}
/*
==================
R_CalcLightScissorRectangle
The light screen bounds will be used to crop the scissor rect during
stencil clears and interaction drawing
==================
*/
int c_clippedLight, c_unclippedLight;
idScreenRect R_CalcLightScissorRectangle( viewLight_t *vLight ) {
idScreenRect r;
srfTriangles_t *tri;
idPlane eye, clip;
idVec3 ndc;
if ( vLight->lightDef->parms.pointLight ) {
idBounds bounds;
idRenderLightLocal *lightDef = vLight->lightDef;
tr.viewDef->viewFrustum.ProjectionBounds( idBox( lightDef->parms.origin, lightDef->parms.lightRadius, lightDef->parms.axis ), bounds );
return R_ScreenRectFromViewFrustumBounds( bounds );
}
if ( r_useClippedLightScissors.GetInteger() == 2 ) {
return R_ClippedLightScissorRectangle( vLight );
}
r.Clear();
tri = vLight->lightDef->frustumTris;
for ( int i = 0 ; i < tri->numVerts ; i++ ) {
R_TransformModelToClip( tri->verts[i].xyz, tr.viewDef->worldSpace.modelViewMatrix,
tr.viewDef->projectionMatrix, eye, clip );
// if it is near clipped, clip the winding polygons to the view frustum
if ( clip[3] <= 1 ) {
c_clippedLight++;
if ( r_useClippedLightScissors.GetInteger() ) {
return R_ClippedLightScissorRectangle( vLight );
} else {
r.x1 = r.y1 = 0;
r.x2 = ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 ) - 1;
r.y2 = ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 ) - 1;
return r;
}
}
R_TransformClipToDevice( clip, tr.viewDef, ndc );
float windowX = 0.5f * ( 1.0f + ndc[0] ) * ( tr.viewDef->viewport.x2 - tr.viewDef->viewport.x1 );
float windowY = 0.5f * ( 1.0f + ndc[1] ) * ( tr.viewDef->viewport.y2 - tr.viewDef->viewport.y1 );
if ( windowX > tr.viewDef->scissor.x2 ) {
windowX = tr.viewDef->scissor.x2;
} else if ( windowX < tr.viewDef->scissor.x1 ) {
windowX = tr.viewDef->scissor.x1;
}
if ( windowY > tr.viewDef->scissor.y2 ) {
windowY = tr.viewDef->scissor.y2;
} else if ( windowY < tr.viewDef->scissor.y1 ) {
windowY = tr.viewDef->scissor.y1;
}
r.AddPoint( windowX, windowY );
}
// add the fudge boundary
r.Expand();
c_unclippedLight++;
return r;
}
/*
=================
R_AddLightSurfaces
Calc the light shader values, removing any light from the viewLight list
if it is determined to not have any visible effect due to being flashed off or turned off.
Adds entities to the viewEntity list if they are needed for shadow casting.
Add any precomputed shadow volumes.
Removes lights from the viewLights list if they are completely
turned off, or completely off screen.
Create any new interactions needed between the viewLights
and the viewEntitys due to game movement
=================
*/
void R_AddLightSurfaces( void ) {
viewLight_t *vLight;
idRenderLightLocal *light;
viewLight_t **ptr;
// go through each visible light, possibly removing some from the list
ptr = &tr.viewDef->viewLights;
while ( *ptr ) {
vLight = *ptr;
light = vLight->lightDef;
const idMaterial *lightShader = light->lightShader;
if ( !lightShader ) {
common->Error( "R_AddLightSurfaces: NULL lightShader" );
}
// see if we are suppressing the light in this view
if ( !r_skipSuppress.GetBool() ) {
if ( light->parms.suppressLightInViewID
&& light->parms.suppressLightInViewID == tr.viewDef->renderView.viewID ) {
*ptr = vLight->next;
light->viewCount = -1;
continue;
}
if ( light->parms.allowLightInViewID
&& light->parms.allowLightInViewID != tr.viewDef->renderView.viewID ) {
*ptr = vLight->next;
light->viewCount = -1;
continue;
}
}
// evaluate the light shader registers
float *lightRegs =(float *)R_FrameAlloc( lightShader->GetNumRegisters() * sizeof( float ) );
vLight->shaderRegisters = lightRegs;
lightShader->EvaluateRegisters( lightRegs, light->parms.shaderParms, tr.viewDef, light->parms.referenceSound );
// if this is a purely additive light and no stage in the light shader evaluates
// to a positive light value, we can completely skip the light
if ( !lightShader->IsFogLight() && !lightShader->IsBlendLight() ) {
int lightStageNum;
for ( lightStageNum = 0 ; lightStageNum < lightShader->GetNumStages() ; lightStageNum++ ) {
const shaderStage_t *lightStage = lightShader->GetStage( lightStageNum );
// ignore stages that fail the condition
if ( !lightRegs[ lightStage->conditionRegister ] ) {
continue;
}
const int *registers = lightStage->color.registers;
// snap tiny values to zero to avoid lights showing up with the wrong color
if ( lightRegs[ registers[0] ] < 0.001f ) {
lightRegs[ registers[0] ] = 0.0f;
}
if ( lightRegs[ registers[1] ] < 0.001f ) {
lightRegs[ registers[1] ] = 0.0f;
}
if ( lightRegs[ registers[2] ] < 0.001f ) {
lightRegs[ registers[2] ] = 0.0f;
}
// FIXME: when using the following values the light shows up bright red when using nvidia drivers/hardware
// this seems to have been fixed ?
//lightRegs[ registers[0] ] = 1.5143074e-005f;
//lightRegs[ registers[1] ] = 1.5483369e-005f;
//lightRegs[ registers[2] ] = 1.7014690e-005f;
if ( lightRegs[ registers[0] ] > 0.0f ||
lightRegs[ registers[1] ] > 0.0f ||
lightRegs[ registers[2] ] > 0.0f ) {
break;
}
}
if ( lightStageNum == lightShader->GetNumStages() ) {
// we went through all the stages and didn't find one that adds anything
// remove the light from the viewLights list, and change its frame marker
// so interaction generation doesn't think the light is visible and
// create a shadow for it
*ptr = vLight->next;
light->viewCount = -1;
continue;
}
}
if ( r_useLightScissors.GetBool() ) {
// calculate the screen area covered by the light frustum
// which will be used to crop the stencil cull
idScreenRect scissorRect = R_CalcLightScissorRectangle( vLight );
// intersect with the portal crossing scissor rectangle
vLight->scissorRect.Intersect( scissorRect );
if ( r_showLightScissors.GetBool() ) {
R_ShowColoredScreenRect( vLight->scissorRect, light->index );
}
}
#if 0
// this never happens, because CullLightByPortals() does a more precise job
if ( vLight->scissorRect.IsEmpty() ) {
// this light doesn't touch anything on screen, so remove it from the list
*ptr = vLight->next;
continue;
}
#endif
// this one stays on the list
ptr = &vLight->next;
// if we are doing a soft-shadow novelty test, regenerate the light with
// a random offset every time
if ( r_lightSourceRadius.GetFloat() != 0.0f ) {
for ( int i = 0 ; i < 3 ; i++ ) {
light->globalLightOrigin[i] += r_lightSourceRadius.GetFloat() * ( -1 + 2 * (rand()&0xfff)/(float)0xfff );
}
}
// create interactions with all entities the light may touch, and add viewEntities
// that may cast shadows, even if they aren't directly visible. Any real work
// will be deferred until we walk through the viewEntities
tr.viewDef->renderWorld->CreateLightDefInteractions( light );
tr.pc.c_viewLights++;
// fog lights will need to draw the light frustum triangles, so make sure they
// are in the vertex cache
if ( lightShader->IsFogLight() ) {
if ( !light->frustumTris->ambientCache ) {
if ( !R_CreateAmbientCache( light->frustumTris, false ) ) {
// skip if we are out of vertex memory
continue;
}
}
// touch the surface so it won't get purged
vertexCache.Touch( light->frustumTris->ambientCache );
}
// add the prelight shadows for the static world geometry
if ( light->parms.prelightModel && r_useOptimizedShadows.GetBool() ) {
if ( !light->parms.prelightModel->NumSurfaces() ) {
common->Error( "no surfs in prelight model '%s'", light->parms.prelightModel->Name() );
}
srfTriangles_t *tri = light->parms.prelightModel->Surface( 0 )->geometry;
if ( !tri->shadowVertexes ) {
common->Error( "R_AddLightSurfaces: prelight model '%s' without shadowVertexes", light->parms.prelightModel->Name() );
}
// these shadows will all have valid bounds, and can be culled normally
if ( r_useShadowCulling.GetBool() ) {
if ( R_CullLocalBox( tri->bounds, tr.viewDef->worldSpace.modelMatrix, 5, tr.viewDef->frustum ) ) {
continue;
}
}
// if we have been purged, re-upload the shadowVertexes
if ( !tri->shadowCache ) {
R_CreatePrivateShadowCache( tri );
if ( !tri->shadowCache ) {
continue;
}
}
// touch the shadow surface so it won't get purged
vertexCache.Touch( tri->shadowCache );
if ( !tri->indexCache && r_useIndexBuffers.GetBool() ) {
vertexCache.Alloc( tri->indexes, tri->numIndexes * sizeof( tri->indexes[0] ), &tri->indexCache, true );
}
if ( tri->indexCache ) {
vertexCache.Touch( tri->indexCache );
}
R_LinkLightSurf( &vLight->globalShadows, tri, NULL, light, NULL, vLight->scissorRect, true /* FIXME? */ );
}
}
}
//===============================================================================================================
/*
==================
R_IssueEntityDefCallback
==================
*/
bool R_IssueEntityDefCallback( idRenderEntityLocal *def ) {
bool update;
idBounds oldBounds;
if ( r_checkBounds.GetBool() ) {
oldBounds = def->referenceBounds;
}
def->archived = false; // will need to be written to the demo file
tr.pc.c_entityDefCallbacks++;
if ( tr.viewDef ) {
update = def->parms.callback( &def->parms, &tr.viewDef->renderView );
} else {
update = def->parms.callback( &def->parms, NULL );
}
if ( !def->parms.hModel ) {
common->Error( "R_IssueEntityDefCallback: dynamic entity callback didn't set model" );
}
if ( r_checkBounds.GetBool() ) {
if ( oldBounds[0][0] > def->referenceBounds[0][0] + CHECK_BOUNDS_EPSILON ||
oldBounds[0][1] > def->referenceBounds[0][1] + CHECK_BOUNDS_EPSILON ||
oldBounds[0][2] > def->referenceBounds[0][2] + CHECK_BOUNDS_EPSILON ||
oldBounds[1][0] < def->referenceBounds[1][0] - CHECK_BOUNDS_EPSILON ||
oldBounds[1][1] < def->referenceBounds[1][1] - CHECK_BOUNDS_EPSILON ||
oldBounds[1][2] < def->referenceBounds[1][2] - CHECK_BOUNDS_EPSILON ) {
common->Printf( "entity %i callback extended reference bounds\n", def->index );
}
}
return update;
}
/*
===================
R_EntityDefDynamicModel
Issues a deferred entity callback if necessary.
If the model isn't dynamic, it returns the original.
Returns the cached dynamic model if present, otherwise creates
it and any necessary overlays
===================
*/
idRenderModel *R_EntityDefDynamicModel( idRenderEntityLocal *def ) {
bool callbackUpdate;
// allow deferred entities to construct themselves
if ( def->parms.callback ) {
callbackUpdate = R_IssueEntityDefCallback( def );
} else {
callbackUpdate = false;
}
idRenderModel *model = def->parms.hModel;
if ( !model ) {
common->Error( "R_EntityDefDynamicModel: NULL model" );
}
if ( model->IsDynamicModel() == DM_STATIC ) {
def->dynamicModel = NULL;
def->dynamicModelFrameCount = 0;
return model;
}
// continously animating models (particle systems, etc) will have their snapshot updated every single view
if ( callbackUpdate || ( model->IsDynamicModel() == DM_CONTINUOUS && def->dynamicModelFrameCount != tr.frameCount ) ) {
R_ClearEntityDefDynamicModel( def );
}
// if we don't have a snapshot of the dynamic model, generate it now
if ( !def->dynamicModel ) {
// instantiate the snapshot of the dynamic model, possibly reusing memory from the cached snapshot
def->cachedDynamicModel = model->InstantiateDynamicModel( &def->parms, tr.viewDef, def->cachedDynamicModel );
if ( def->cachedDynamicModel ) {
// add any overlays to the snapshot of the dynamic model
if ( def->overlay && !r_skipOverlays.GetBool() ) {
def->overlay->AddOverlaySurfacesToModel( def->cachedDynamicModel );
} else {
idRenderModelOverlay::RemoveOverlaySurfacesFromModel( def->cachedDynamicModel );
}
if ( r_checkBounds.GetBool() ) {
idBounds b = def->cachedDynamicModel->Bounds();
if ( b[0][0] < def->referenceBounds[0][0] - CHECK_BOUNDS_EPSILON ||
b[0][1] < def->referenceBounds[0][1] - CHECK_BOUNDS_EPSILON ||
b[0][2] < def->referenceBounds[0][2] - CHECK_BOUNDS_EPSILON ||
b[1][0] > def->referenceBounds[1][0] + CHECK_BOUNDS_EPSILON ||
b[1][1] > def->referenceBounds[1][1] + CHECK_BOUNDS_EPSILON ||
b[1][2] > def->referenceBounds[1][2] + CHECK_BOUNDS_EPSILON ) {
common->Printf( "entity %i dynamic model exceeded reference bounds\n", def->index );
}
}
}
def->dynamicModel = def->cachedDynamicModel;
def->dynamicModelFrameCount = tr.frameCount;
}
// set model depth hack value
if ( def->dynamicModel && model->DepthHack() != 0.0f && tr.viewDef ) {
idPlane eye, clip;
idVec3 ndc;
R_TransformModelToClip( def->parms.origin, tr.viewDef->worldSpace.modelViewMatrix, tr.viewDef->projectionMatrix, eye, clip );
R_TransformClipToDevice( clip, tr.viewDef, ndc );
def->parms.modelDepthHack = model->DepthHack() * ( 1.0f - ndc.z );
}
// FIXME: if any of the surfaces have deforms, create a frame-temporary model with references to the
// undeformed surfaces. This would allow deforms to be light interacting.
return def->dynamicModel;
}
/*
=================
R_AddDrawSurf
=================
*/
void R_AddDrawSurf( const srfTriangles_t *tri, const viewEntity_t *space, const renderEntity_t *renderEntity,
const idMaterial *shader, const idScreenRect &scissor ) {
drawSurf_t *drawSurf;
const float *shaderParms;
static float refRegs[MAX_EXPRESSION_REGISTERS]; // don't put on stack, or VC++ will do a page touch
float generatedShaderParms[MAX_ENTITY_SHADER_PARMS];
drawSurf = (drawSurf_t *)R_FrameAlloc( sizeof( *drawSurf ) );
drawSurf->geo = tri;
drawSurf->space = space;
drawSurf->material = shader;
drawSurf->scissorRect = scissor;
drawSurf->sort = shader->GetSort() + tr.sortOffset;
drawSurf->dsFlags = 0;
// bumping this offset each time causes surfaces with equal sort orders to still
// deterministically draw in the order they are added
tr.sortOffset += 0.000001f;
// if it doesn't fit, resize the list
if ( tr.viewDef->numDrawSurfs == tr.viewDef->maxDrawSurfs ) {
drawSurf_t **old = tr.viewDef->drawSurfs;
int count;
if ( tr.viewDef->maxDrawSurfs == 0 ) {
tr.viewDef->maxDrawSurfs = INITIAL_DRAWSURFS;
count = 0;
} else {
count = tr.viewDef->maxDrawSurfs * sizeof( tr.viewDef->drawSurfs[0] );
tr.viewDef->maxDrawSurfs *= 2;
}
tr.viewDef->drawSurfs = (drawSurf_t **)R_FrameAlloc( tr.viewDef->maxDrawSurfs * sizeof( tr.viewDef->drawSurfs[0] ) );
memcpy( tr.viewDef->drawSurfs, old, count );
}
tr.viewDef->drawSurfs[tr.viewDef->numDrawSurfs] = drawSurf;
tr.viewDef->numDrawSurfs++;
// process the shader expressions for conditionals / color / texcoords
const float *constRegs = shader->ConstantRegisters();
if ( constRegs ) {
// shader only uses constant values
drawSurf->shaderRegisters = constRegs;
} else {
float *regs = (float *)R_FrameAlloc( shader->GetNumRegisters() * sizeof( float ) );
drawSurf->shaderRegisters = regs;
// a reference shader will take the calculated stage color value from another shader
// and use that for the parm0-parm3 of the current shader, which allows a stage of
// a light model and light flares to pick up different flashing tables from
// different light shaders
if ( renderEntity->referenceShader ) {
// evaluate the reference shader to find our shader parms
const shaderStage_t *pStage;
renderEntity->referenceShader->EvaluateRegisters( refRegs, renderEntity->shaderParms, tr.viewDef, renderEntity->referenceSound );
pStage = renderEntity->referenceShader->GetStage(0);
memcpy( generatedShaderParms, renderEntity->shaderParms, sizeof( generatedShaderParms ) );
generatedShaderParms[0] = refRegs[ pStage->color.registers[0] ];
generatedShaderParms[1] = refRegs[ pStage->color.registers[1] ];
generatedShaderParms[2] = refRegs[ pStage->color.registers[2] ];
shaderParms = generatedShaderParms;
} else {
// evaluate with the entityDef's shader parms
shaderParms = renderEntity->shaderParms;
}
float oldFloatTime;
int oldTime;
if ( space->entityDef && space->entityDef->parms.timeGroup ) {
oldFloatTime = tr.viewDef->floatTime;
oldTime = tr.viewDef->renderView.time;
tr.viewDef->floatTime = game->GetTimeGroupTime( space->entityDef->parms.timeGroup ) * 0.001;
tr.viewDef->renderView.time = game->GetTimeGroupTime( space->entityDef->parms.timeGroup );
}
shader->EvaluateRegisters( regs, shaderParms, tr.viewDef, renderEntity->referenceSound );
if ( space->entityDef && space->entityDef->parms.timeGroup ) {
tr.viewDef->floatTime = oldFloatTime;
tr.viewDef->renderView.time = oldTime;
}
}
// check for deformations
R_DeformDrawSurf( drawSurf );
// skybox surfaces need a dynamic texgen
switch( shader->Texgen() ) {
case TG_SKYBOX_CUBE:
R_SkyboxTexGen( drawSurf, tr.viewDef->renderView.vieworg );
break;
case TG_WOBBLESKY_CUBE:
R_WobbleskyTexGen( drawSurf, tr.viewDef->renderView.vieworg );
break;
}
// check for gui surfaces
idUserInterface *gui = NULL;
if ( !space->entityDef ) {
gui = shader->GlobalGui();
} else {
int guiNum = shader->GetEntityGui() - 1;
if ( guiNum >= 0 && guiNum < MAX_RENDERENTITY_GUI ) {
gui = renderEntity->gui[ guiNum ];
}
if ( gui == NULL ) {
gui = shader->GlobalGui();
}
}
if ( gui ) {
// force guis on the fast time
float oldFloatTime;
int oldTime;
oldFloatTime = tr.viewDef->floatTime;
oldTime = tr.viewDef->renderView.time;
tr.viewDef->floatTime = game->GetTimeGroupTime( 1 ) * 0.001;
tr.viewDef->renderView.time = game->GetTimeGroupTime( 1 );
idBounds ndcBounds;
if ( !R_PreciseCullSurface( drawSurf, ndcBounds ) ) {
// did we ever use this to forward an entity color to a gui that didn't set color?
// memcpy( tr.guiShaderParms, shaderParms, sizeof( tr.guiShaderParms ) );
R_RenderGuiSurf( gui, drawSurf );
}
tr.viewDef->floatTime = oldFloatTime;
tr.viewDef->renderView.time = oldTime;
}
// we can't add subviews at this point, because that would
// increment tr.viewCount, messing up the rest of the surface
// adds for this view
}
/*
===============
R_AddAmbientDrawsurfs
Adds surfaces for the given viewEntity
Walks through the viewEntitys list and creates drawSurf_t for each surface of
each viewEntity that has a non-empty scissorRect
===============
*/
static void R_AddAmbientDrawsurfs( viewEntity_t *vEntity ) {
int i, total;
idRenderEntityLocal *def;
srfTriangles_t *tri;
idRenderModel *model;
const idMaterial *shader;
def = vEntity->entityDef;
if ( def->dynamicModel ) {
model = def->dynamicModel;
} else {
model = def->parms.hModel;
}
// add all the surfaces
total = model->NumSurfaces();
for ( i = 0 ; i < total ; i++ ) {
const modelSurface_t *surf = model->Surface( i );
// for debugging, only show a single surface at a time
if ( r_singleSurface.GetInteger() >= 0 && i != r_singleSurface.GetInteger() ) {
continue;
}
tri = surf->geometry;
if ( !tri ) {
continue;
}
if ( !tri->numIndexes ) {
continue;
}
shader = surf->shader;
shader = R_RemapShaderBySkin( shader, def->parms.customSkin, def->parms.customShader );
R_GlobalShaderOverride( &shader );
if ( !shader ) {
continue;
}
if ( !shader->IsDrawn() ) {
continue;
}
// debugging tool to make sure we are have the correct pre-calculated bounds
if ( r_checkBounds.GetBool() ) {
int j, k;
for ( j = 0 ; j < tri->numVerts ; j++ ) {
for ( k = 0 ; k < 3 ; k++ ) {
if ( tri->verts[j].xyz[k] > tri->bounds[1][k] + CHECK_BOUNDS_EPSILON
|| tri->verts[j].xyz[k] < tri->bounds[0][k] - CHECK_BOUNDS_EPSILON ) {
common->Printf( "bad tri->bounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName() );
break;
}
if ( tri->verts[j].xyz[k] > def->referenceBounds[1][k] + CHECK_BOUNDS_EPSILON
|| tri->verts[j].xyz[k] < def->referenceBounds[0][k] - CHECK_BOUNDS_EPSILON ) {
common->Printf( "bad referenceBounds on %s:%s\n", def->parms.hModel->Name(), shader->GetName() );
break;
}
}
if ( k != 3 ) {
break;
}
}
}
if ( !R_CullLocalBox( tri->bounds, vEntity->modelMatrix, 5, tr.viewDef->frustum ) ) {
def->visibleCount = tr.viewCount;
// make sure we have an ambient cache
if ( !R_CreateAmbientCache( tri, shader->ReceivesLighting() ) ) {
// don't add anything if the vertex cache was too full to give us an ambient cache
return;
}
// touch it so it won't get purged
vertexCache.Touch( tri->ambientCache );
if ( r_useIndexBuffers.GetBool() && !tri->indexCache ) {
vertexCache.Alloc( tri->indexes, tri->numIndexes * sizeof( tri->indexes[0] ), &tri->indexCache, true );
}
if ( tri->indexCache ) {
vertexCache.Touch( tri->indexCache );
}
// add the surface for drawing
R_AddDrawSurf( tri, vEntity, &vEntity->entityDef->parms, shader, vEntity->scissorRect );
// ambientViewCount is used to allow light interactions to be rejected
// if the ambient surface isn't visible at all
tri->ambientViewCount = tr.viewCount;
}
}
// add the lightweight decal surfaces
for ( idRenderModelDecal *decal = def->decals; decal; decal = decal->Next() ) {
decal->AddDecalDrawSurf( vEntity );
}
}
/*
==================
R_CalcEntityScissorRectangle
==================
*/
idScreenRect R_CalcEntityScissorRectangle( viewEntity_t *vEntity ) {
idBounds bounds;
idRenderEntityLocal *def = vEntity->entityDef;
tr.viewDef->viewFrustum.ProjectionBounds( idBox( def->referenceBounds, def->parms.origin, def->parms.axis ), bounds );
return R_ScreenRectFromViewFrustumBounds( bounds );
}
/*
===================
R_AddModelSurfaces
Here is where dynamic models actually get instantiated, and necessary
interactions get created. This is all done on a sort-by-model basis
to keep source data in cache (most likely L2) as any interactions and
shadows are generated, since dynamic models will typically be lit by
two or more lights.
===================
*/
void R_AddModelSurfaces( void ) {
viewEntity_t *vEntity;
idInteraction *inter, *next;
idRenderModel *model;
// clear the ambient surface list
tr.viewDef->numDrawSurfs = 0;
tr.viewDef->maxDrawSurfs = 0; // will be set to INITIAL_DRAWSURFS on R_AddDrawSurf
// go through each entity that is either visible to the view, or to
// any light that intersects the view (for shadows)
for ( vEntity = tr.viewDef->viewEntitys; vEntity; vEntity = vEntity->next ) {
if ( r_useEntityScissors.GetBool() ) {
// calculate the screen area covered by the entity
idScreenRect scissorRect = R_CalcEntityScissorRectangle( vEntity );
// intersect with the portal crossing scissor rectangle
vEntity->scissorRect.Intersect( scissorRect );
if ( r_showEntityScissors.GetBool() ) {
R_ShowColoredScreenRect( vEntity->scissorRect, vEntity->entityDef->index );
}
}
float oldFloatTime;
int oldTime;
game->SelectTimeGroup( vEntity->entityDef->parms.timeGroup );
if ( vEntity->entityDef->parms.timeGroup ) {
oldFloatTime = tr.viewDef->floatTime;
oldTime = tr.viewDef->renderView.time;
tr.viewDef->floatTime = game->GetTimeGroupTime( vEntity->entityDef->parms.timeGroup ) * 0.001;
tr.viewDef->renderView.time = game->GetTimeGroupTime( vEntity->entityDef->parms.timeGroup );
}
if ( tr.viewDef->isXraySubview && vEntity->entityDef->parms.xrayIndex == 1 ) {
if ( vEntity->entityDef->parms.timeGroup ) {
tr.viewDef->floatTime = oldFloatTime;
tr.viewDef->renderView.time = oldTime;
}
continue;
} else if ( !tr.viewDef->isXraySubview && vEntity->entityDef->parms.xrayIndex == 2 ) {
if ( vEntity->entityDef->parms.timeGroup ) {
tr.viewDef->floatTime = oldFloatTime;
tr.viewDef->renderView.time = oldTime;
}
continue;
}
// add the ambient surface if it has a visible rectangle
if ( !vEntity->scissorRect.IsEmpty() ) {
model = R_EntityDefDynamicModel( vEntity->entityDef );
if ( model == NULL || model->NumSurfaces() <= 0 ) {
if ( vEntity->entityDef->parms.timeGroup ) {
tr.viewDef->floatTime = oldFloatTime;
tr.viewDef->renderView.time = oldTime;
}
continue;
}
R_AddAmbientDrawsurfs( vEntity );
tr.pc.c_visibleViewEntities++;
} else {
tr.pc.c_shadowViewEntities++;
}
//
// for all the entity / light interactions on this entity, add them to the view
//
if ( tr.viewDef->isXraySubview ) {
if ( vEntity->entityDef->parms.xrayIndex == 2 ) {
for ( inter = vEntity->entityDef->firstInteraction; inter != NULL && !inter->IsEmpty(); inter = next ) {
next = inter->entityNext;
if ( inter->lightDef->viewCount != tr.viewCount ) {
continue;
}
inter->AddActiveInteraction();
}
}
} else {
// all empty interactions are at the end of the list so once the
// first is encountered all the remaining interactions are empty
for ( inter = vEntity->entityDef->firstInteraction; inter != NULL && !inter->IsEmpty(); inter = next ) {
next = inter->entityNext;
// skip any lights that aren't currently visible
// this is run after any lights that are turned off have already
// been removed from the viewLights list, and had their viewCount cleared
if ( inter->lightDef->viewCount != tr.viewCount ) {
continue;
}
inter->AddActiveInteraction();
}
}
if ( vEntity->entityDef->parms.timeGroup ) {
tr.viewDef->floatTime = oldFloatTime;
tr.viewDef->renderView.time = oldTime;
}
}
}
/*
=====================
R_RemoveUnecessaryViewLights
=====================
*/
void R_RemoveUnecessaryViewLights( void ) {
viewLight_t *vLight;
// go through each visible light
for ( vLight = tr.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
// if the light didn't have any lit surfaces visible, there is no need to
// draw any of the shadows. We still keep the vLight for debugging
// draws
if ( !vLight->localInteractions && !vLight->globalInteractions && !vLight->translucentInteractions ) {
vLight->localShadows = NULL;
vLight->globalShadows = NULL;
}
}
if ( r_useShadowSurfaceScissor.GetBool() ) {
// shrink the light scissor rect to only intersect the surfaces that will actually be drawn.
// This doesn't seem to actually help, perhaps because the surface scissor
// rects aren't actually the surface, but only the portal clippings.
for ( vLight = tr.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
const drawSurf_t *surf;
idScreenRect surfRect;
if ( !vLight->lightShader->LightCastsShadows() ) {
continue;
}
surfRect.Clear();
for ( surf = vLight->globalInteractions ; surf ; surf = surf->nextOnLight ) {
surfRect.Union( surf->scissorRect );
}
for ( surf = vLight->localShadows ; surf ; surf = surf->nextOnLight ) {
const_cast(surf)->scissorRect.Intersect( surfRect );
}
for ( surf = vLight->localInteractions ; surf ; surf = surf->nextOnLight ) {
surfRect.Union( surf->scissorRect );
}
for ( surf = vLight->globalShadows ; surf ; surf = surf->nextOnLight ) {
const_cast(surf)->scissorRect.Intersect( surfRect );
}
for ( surf = vLight->translucentInteractions ; surf ; surf = surf->nextOnLight ) {
surfRect.Union( surf->scissorRect );
}
vLight->scissorRect.Intersect( surfRect );
}
}
}